skill.c 702 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238623962406241624262436244624562466247624862496250625162526253625462556256625762586259626062616262626362646265626662676268626962706271627262736274627562766277627862796280628162826283628462856286628762886289629062916292629362946295629662976298629963006301630263036304630563066307630863096310631163126313631463156316631763186319632063216322632363246325632663276328632963306331633263336334633563366337633863396340634163426343634463456346634763486349635063516352635363546355635663576358635963606361636263636364636563666367636863696370637163726373637463756376637763786379638063816382638363846385638663876388638963906391639263936394639563966397639863996400640164026403640464056406640764086409641064116412641364146415641664176418641964206421642264236424642564266427642864296430643164326433643464356436643764386439644064416442644364446445644664476448644964506451645264536454645564566457645864596460646164626463646464656466646764686469647064716472647364746475647664776478647964806481648264836484648564866487648864896490649164926493649464956496649764986499650065016502650365046505650665076508650965106511651265136514651565166517651865196520652165226523652465256526652765286529653065316532653365346535653665376538653965406541654265436544654565466547654865496550655165526553655465556556655765586559656065616562656365646565656665676568656965706571657265736574657565766577657865796580658165826583658465856586658765886589659065916592659365946595659665976598659966006601660266036604660566066607660866096610661166126613661466156616661766186619662066216622662366246625662666276628662966306631663266336634663566366637663866396640664166426643664466456646664766486649665066516652665366546655665666576658665966606661666266636664666566666667666866696670667166726673667466756676667766786679668066816682668366846685668666876688668966906691669266936694669566966697669866996700670167026703670467056706670767086709671067116712671367146715671667176718671967206721672267236724672567266727672867296730673167326733673467356736673767386739674067416742674367446745674667476748674967506751675267536754675567566757675867596760676167626763676467656766676767686769677067716772677367746775677667776778677967806781678267836784678567866787678867896790679167926793679467956796679767986799680068016802680368046805680668076808680968106811681268136814681568166817681868196820682168226823682468256826682768286829683068316832683368346835683668376838683968406841684268436844684568466847684868496850685168526853685468556856685768586859686068616862686368646865686668676868686968706871687268736874687568766877687868796880688168826883688468856886688768886889689068916892689368946895689668976898689969006901690269036904690569066907690869096910691169126913691469156916691769186919692069216922692369246925692669276928692969306931693269336934693569366937693869396940694169426943694469456946694769486949695069516952695369546955695669576958695969606961696269636964696569666967696869696970697169726973697469756976697769786979698069816982698369846985698669876988698969906991699269936994699569966997699869997000700170027003700470057006700770087009701070117012701370147015701670177018701970207021702270237024702570267027702870297030703170327033703470357036703770387039704070417042704370447045704670477048704970507051705270537054705570567057705870597060706170627063706470657066706770687069707070717072707370747075707670777078707970807081708270837084708570867087708870897090709170927093709470957096709770987099710071017102710371047105710671077108710971107111711271137114711571167117711871197120712171227123712471257126712771287129713071317132713371347135713671377138713971407141714271437144714571467147714871497150715171527153715471557156715771587159716071617162716371647165716671677168716971707171717271737174717571767177717871797180718171827183718471857186718771887189719071917192719371947195719671977198719972007201720272037204720572067207720872097210721172127213721472157216721772187219722072217222722372247225722672277228722972307231723272337234723572367237723872397240724172427243724472457246724772487249725072517252725372547255725672577258725972607261726272637264726572667267726872697270727172727273727472757276727772787279728072817282728372847285728672877288728972907291729272937294729572967297729872997300730173027303730473057306730773087309731073117312731373147315731673177318731973207321732273237324732573267327732873297330733173327333733473357336733773387339734073417342734373447345734673477348734973507351735273537354735573567357735873597360736173627363736473657366736773687369737073717372737373747375737673777378737973807381738273837384738573867387738873897390739173927393739473957396739773987399740074017402740374047405740674077408740974107411741274137414741574167417741874197420742174227423742474257426742774287429743074317432743374347435743674377438743974407441744274437444744574467447744874497450745174527453745474557456745774587459746074617462746374647465746674677468746974707471747274737474747574767477747874797480748174827483748474857486748774887489749074917492749374947495749674977498749975007501750275037504750575067507750875097510751175127513751475157516751775187519752075217522752375247525752675277528752975307531753275337534753575367537753875397540754175427543754475457546754775487549755075517552755375547555755675577558755975607561756275637564756575667567756875697570757175727573757475757576757775787579758075817582758375847585758675877588758975907591759275937594759575967597759875997600760176027603760476057606760776087609761076117612761376147615761676177618761976207621762276237624762576267627762876297630763176327633763476357636763776387639764076417642764376447645764676477648764976507651765276537654765576567657765876597660766176627663766476657666766776687669767076717672767376747675767676777678767976807681768276837684768576867687768876897690769176927693769476957696769776987699770077017702770377047705770677077708770977107711771277137714771577167717771877197720772177227723772477257726772777287729773077317732773377347735773677377738773977407741774277437744774577467747774877497750775177527753775477557756775777587759776077617762776377647765776677677768776977707771777277737774777577767777777877797780778177827783778477857786778777887789779077917792779377947795779677977798779978007801780278037804780578067807780878097810781178127813781478157816781778187819782078217822782378247825782678277828782978307831783278337834783578367837783878397840784178427843784478457846784778487849785078517852785378547855785678577858785978607861786278637864786578667867786878697870787178727873787478757876787778787879788078817882788378847885788678877888788978907891789278937894789578967897789878997900790179027903790479057906790779087909791079117912791379147915791679177918791979207921792279237924792579267927792879297930793179327933793479357936793779387939794079417942794379447945794679477948794979507951795279537954795579567957795879597960796179627963796479657966796779687969797079717972797379747975797679777978797979807981798279837984798579867987798879897990799179927993799479957996799779987999800080018002800380048005800680078008800980108011801280138014801580168017801880198020802180228023802480258026802780288029803080318032803380348035803680378038803980408041804280438044804580468047804880498050805180528053805480558056805780588059806080618062806380648065806680678068806980708071807280738074807580768077807880798080808180828083808480858086808780888089809080918092809380948095809680978098809981008101810281038104810581068107810881098110811181128113811481158116811781188119812081218122812381248125812681278128812981308131813281338134813581368137813881398140814181428143814481458146814781488149815081518152815381548155815681578158815981608161816281638164816581668167816881698170817181728173817481758176817781788179818081818182818381848185818681878188818981908191819281938194819581968197819881998200820182028203820482058206820782088209821082118212821382148215821682178218821982208221822282238224822582268227822882298230823182328233823482358236823782388239824082418242824382448245824682478248824982508251825282538254825582568257825882598260826182628263826482658266826782688269827082718272827382748275827682778278827982808281828282838284828582868287828882898290829182928293829482958296829782988299830083018302830383048305830683078308830983108311831283138314831583168317831883198320832183228323832483258326832783288329833083318332833383348335833683378338833983408341834283438344834583468347834883498350835183528353835483558356835783588359836083618362836383648365836683678368836983708371837283738374837583768377837883798380838183828383838483858386838783888389839083918392839383948395839683978398839984008401840284038404840584068407840884098410841184128413841484158416841784188419842084218422842384248425842684278428842984308431843284338434843584368437843884398440844184428443844484458446844784488449845084518452845384548455845684578458845984608461846284638464846584668467846884698470847184728473847484758476847784788479848084818482848384848485848684878488848984908491849284938494849584968497849884998500850185028503850485058506850785088509851085118512851385148515851685178518851985208521852285238524852585268527852885298530853185328533853485358536853785388539854085418542854385448545854685478548854985508551855285538554855585568557855885598560856185628563856485658566856785688569857085718572857385748575857685778578857985808581858285838584858585868587858885898590859185928593859485958596859785988599860086018602860386048605860686078608860986108611861286138614861586168617861886198620862186228623862486258626862786288629863086318632863386348635863686378638863986408641864286438644864586468647864886498650865186528653865486558656865786588659866086618662866386648665866686678668866986708671867286738674867586768677867886798680868186828683868486858686868786888689869086918692869386948695869686978698869987008701870287038704870587068707870887098710871187128713871487158716871787188719872087218722872387248725872687278728872987308731873287338734873587368737873887398740874187428743874487458746874787488749875087518752875387548755875687578758875987608761876287638764876587668767876887698770877187728773877487758776877787788779878087818782878387848785878687878788878987908791879287938794879587968797879887998800880188028803880488058806880788088809881088118812881388148815881688178818881988208821882288238824882588268827882888298830883188328833883488358836883788388839884088418842884388448845884688478848884988508851885288538854885588568857885888598860886188628863886488658866886788688869887088718872887388748875887688778878887988808881888288838884888588868887888888898890889188928893889488958896889788988899890089018902890389048905890689078908890989108911891289138914891589168917891889198920892189228923892489258926892789288929893089318932893389348935893689378938893989408941894289438944894589468947894889498950895189528953895489558956895789588959896089618962896389648965896689678968896989708971897289738974897589768977897889798980898189828983898489858986898789888989899089918992899389948995899689978998899990009001900290039004900590069007900890099010901190129013901490159016901790189019902090219022902390249025902690279028902990309031903290339034903590369037903890399040904190429043904490459046904790489049905090519052905390549055905690579058905990609061906290639064906590669067906890699070907190729073907490759076907790789079908090819082908390849085908690879088908990909091909290939094909590969097909890999100910191029103910491059106910791089109911091119112911391149115911691179118911991209121912291239124912591269127912891299130913191329133913491359136913791389139914091419142914391449145914691479148914991509151915291539154915591569157915891599160916191629163916491659166916791689169917091719172917391749175917691779178917991809181918291839184918591869187918891899190919191929193919491959196919791989199920092019202920392049205920692079208920992109211921292139214921592169217921892199220922192229223922492259226922792289229923092319232923392349235923692379238923992409241924292439244924592469247924892499250925192529253925492559256925792589259926092619262926392649265926692679268926992709271927292739274927592769277927892799280928192829283928492859286928792889289929092919292929392949295929692979298929993009301930293039304930593069307930893099310931193129313931493159316931793189319932093219322932393249325932693279328932993309331933293339334933593369337933893399340934193429343934493459346934793489349935093519352935393549355935693579358935993609361936293639364936593669367936893699370937193729373937493759376937793789379938093819382938393849385938693879388938993909391939293939394939593969397939893999400940194029403940494059406940794089409941094119412941394149415941694179418941994209421942294239424942594269427942894299430943194329433943494359436943794389439944094419442944394449445944694479448944994509451945294539454945594569457945894599460946194629463946494659466946794689469947094719472947394749475947694779478947994809481948294839484948594869487948894899490949194929493949494959496949794989499950095019502950395049505950695079508950995109511951295139514951595169517951895199520952195229523952495259526952795289529953095319532953395349535953695379538953995409541954295439544954595469547954895499550955195529553955495559556955795589559956095619562956395649565956695679568956995709571957295739574957595769577957895799580958195829583958495859586958795889589959095919592959395949595959695979598959996009601960296039604960596069607960896099610961196129613961496159616961796189619962096219622962396249625962696279628962996309631963296339634963596369637963896399640964196429643964496459646964796489649965096519652965396549655965696579658965996609661966296639664966596669667966896699670967196729673967496759676967796789679968096819682968396849685968696879688968996909691969296939694969596969697969896999700970197029703970497059706970797089709971097119712971397149715971697179718971997209721972297239724972597269727972897299730973197329733973497359736973797389739974097419742974397449745974697479748974997509751975297539754975597569757975897599760976197629763976497659766976797689769977097719772977397749775977697779778977997809781978297839784978597869787978897899790979197929793979497959796979797989799980098019802980398049805980698079808980998109811981298139814981598169817981898199820982198229823982498259826982798289829983098319832983398349835983698379838983998409841984298439844984598469847984898499850985198529853985498559856985798589859986098619862986398649865986698679868986998709871987298739874987598769877987898799880988198829883988498859886988798889889989098919892989398949895989698979898989999009901990299039904990599069907990899099910991199129913991499159916991799189919992099219922992399249925992699279928992999309931993299339934993599369937993899399940994199429943994499459946994799489949995099519952995399549955995699579958995999609961996299639964996599669967996899699970997199729973997499759976997799789979998099819982998399849985998699879988998999909991999299939994999599969997999899991000010001100021000310004100051000610007100081000910010100111001210013100141001510016100171001810019100201002110022100231002410025100261002710028100291003010031100321003310034100351003610037100381003910040100411004210043100441004510046100471004810049100501005110052100531005410055100561005710058100591006010061100621006310064100651006610067100681006910070100711007210073100741007510076100771007810079100801008110082100831008410085100861008710088100891009010091100921009310094100951009610097100981009910100101011010210103101041010510106101071010810109101101011110112101131011410115101161011710118101191012010121101221012310124101251012610127101281012910130101311013210133101341013510136101371013810139101401014110142101431014410145101461014710148101491015010151101521015310154101551015610157101581015910160101611016210163101641016510166101671016810169101701017110172101731017410175101761017710178101791018010181101821018310184101851018610187101881018910190101911019210193101941019510196101971019810199102001020110202102031020410205102061020710208102091021010211102121021310214102151021610217102181021910220102211022210223102241022510226102271022810229102301023110232102331023410235102361023710238102391024010241102421024310244102451024610247102481024910250102511025210253102541025510256102571025810259102601026110262102631026410265102661026710268102691027010271102721027310274102751027610277102781027910280102811028210283102841028510286102871028810289102901029110292102931029410295102961029710298102991030010301103021030310304103051030610307103081030910310103111031210313103141031510316103171031810319103201032110322103231032410325103261032710328103291033010331103321033310334103351033610337103381033910340103411034210343103441034510346103471034810349103501035110352103531035410355103561035710358103591036010361103621036310364103651036610367103681036910370103711037210373103741037510376103771037810379103801038110382103831038410385103861038710388103891039010391103921039310394103951039610397103981039910400104011040210403104041040510406104071040810409104101041110412104131041410415104161041710418104191042010421104221042310424104251042610427104281042910430104311043210433104341043510436104371043810439104401044110442104431044410445104461044710448104491045010451104521045310454104551045610457104581045910460104611046210463104641046510466104671046810469104701047110472104731047410475104761047710478104791048010481104821048310484104851048610487104881048910490104911049210493104941049510496104971049810499105001050110502105031050410505105061050710508105091051010511105121051310514105151051610517105181051910520105211052210523105241052510526105271052810529105301053110532105331053410535105361053710538105391054010541105421054310544105451054610547105481054910550105511055210553105541055510556105571055810559105601056110562105631056410565105661056710568105691057010571105721057310574105751057610577105781057910580105811058210583105841058510586105871058810589105901059110592105931059410595105961059710598105991060010601106021060310604106051060610607106081060910610106111061210613106141061510616106171061810619106201062110622106231062410625106261062710628106291063010631106321063310634106351063610637106381063910640106411064210643106441064510646106471064810649106501065110652106531065410655106561065710658106591066010661106621066310664106651066610667106681066910670106711067210673106741067510676106771067810679106801068110682106831068410685106861068710688106891069010691106921069310694106951069610697106981069910700107011070210703107041070510706107071070810709107101071110712107131071410715107161071710718107191072010721107221072310724107251072610727107281072910730107311073210733107341073510736107371073810739107401074110742107431074410745107461074710748107491075010751107521075310754107551075610757107581075910760107611076210763107641076510766107671076810769107701077110772107731077410775107761077710778107791078010781107821078310784107851078610787107881078910790107911079210793107941079510796107971079810799108001080110802108031080410805108061080710808108091081010811108121081310814108151081610817108181081910820108211082210823108241082510826108271082810829108301083110832108331083410835108361083710838108391084010841108421084310844108451084610847108481084910850108511085210853108541085510856108571085810859108601086110862108631086410865108661086710868108691087010871108721087310874108751087610877108781087910880108811088210883108841088510886108871088810889108901089110892108931089410895108961089710898108991090010901109021090310904109051090610907109081090910910109111091210913109141091510916109171091810919109201092110922109231092410925109261092710928109291093010931109321093310934109351093610937109381093910940109411094210943109441094510946109471094810949109501095110952109531095410955109561095710958109591096010961109621096310964109651096610967109681096910970109711097210973109741097510976109771097810979109801098110982109831098410985109861098710988109891099010991109921099310994109951099610997109981099911000110011100211003110041100511006110071100811009110101101111012110131101411015110161101711018110191102011021110221102311024110251102611027110281102911030110311103211033110341103511036110371103811039110401104111042110431104411045110461104711048110491105011051110521105311054110551105611057110581105911060110611106211063110641106511066110671106811069110701107111072110731107411075110761107711078110791108011081110821108311084110851108611087110881108911090110911109211093110941109511096110971109811099111001110111102111031110411105111061110711108111091111011111111121111311114111151111611117111181111911120111211112211123111241112511126111271112811129111301113111132111331113411135111361113711138111391114011141111421114311144111451114611147111481114911150111511115211153111541115511156111571115811159111601116111162111631116411165111661116711168111691117011171111721117311174111751117611177111781117911180111811118211183111841118511186111871118811189111901119111192111931119411195111961119711198111991120011201112021120311204112051120611207112081120911210112111121211213112141121511216112171121811219112201122111222112231122411225112261122711228112291123011231112321123311234112351123611237112381123911240112411124211243112441124511246112471124811249112501125111252112531125411255112561125711258112591126011261112621126311264112651126611267112681126911270112711127211273112741127511276112771127811279112801128111282112831128411285112861128711288112891129011291112921129311294112951129611297112981129911300113011130211303113041130511306113071130811309113101131111312113131131411315113161131711318113191132011321113221132311324113251132611327113281132911330113311133211333113341133511336113371133811339113401134111342113431134411345113461134711348113491135011351113521135311354113551135611357113581135911360113611136211363113641136511366113671136811369113701137111372113731137411375113761137711378113791138011381113821138311384113851138611387113881138911390113911139211393113941139511396113971139811399114001140111402114031140411405114061140711408114091141011411114121141311414114151141611417114181141911420114211142211423114241142511426114271142811429114301143111432114331143411435114361143711438114391144011441114421144311444114451144611447114481144911450114511145211453114541145511456114571145811459114601146111462114631146411465114661146711468114691147011471114721147311474114751147611477114781147911480114811148211483114841148511486114871148811489114901149111492114931149411495114961149711498114991150011501115021150311504115051150611507115081150911510115111151211513115141151511516115171151811519115201152111522115231152411525115261152711528115291153011531115321153311534115351153611537115381153911540115411154211543115441154511546115471154811549115501155111552115531155411555115561155711558115591156011561115621156311564115651156611567115681156911570115711157211573115741157511576115771157811579115801158111582115831158411585115861158711588115891159011591115921159311594115951159611597115981159911600116011160211603116041160511606116071160811609116101161111612116131161411615116161161711618116191162011621116221162311624116251162611627116281162911630116311163211633116341163511636116371163811639116401164111642116431164411645116461164711648116491165011651116521165311654116551165611657116581165911660116611166211663116641166511666116671166811669116701167111672116731167411675116761167711678116791168011681116821168311684116851168611687116881168911690116911169211693116941169511696116971169811699117001170111702117031170411705117061170711708117091171011711117121171311714117151171611717117181171911720117211172211723117241172511726117271172811729117301173111732117331173411735117361173711738117391174011741117421174311744117451174611747117481174911750117511175211753117541175511756117571175811759117601176111762117631176411765117661176711768117691177011771117721177311774117751177611777117781177911780117811178211783117841178511786117871178811789117901179111792117931179411795117961179711798117991180011801118021180311804118051180611807118081180911810118111181211813118141181511816118171181811819118201182111822118231182411825118261182711828118291183011831118321183311834118351183611837118381183911840118411184211843118441184511846118471184811849118501185111852118531185411855118561185711858118591186011861118621186311864118651186611867118681186911870118711187211873118741187511876118771187811879118801188111882118831188411885118861188711888118891189011891118921189311894118951189611897118981189911900119011190211903119041190511906119071190811909119101191111912119131191411915119161191711918119191192011921119221192311924119251192611927119281192911930119311193211933119341193511936119371193811939119401194111942119431194411945119461194711948119491195011951119521195311954119551195611957119581195911960119611196211963119641196511966119671196811969119701197111972119731197411975119761197711978119791198011981119821198311984119851198611987119881198911990119911199211993119941199511996119971199811999120001200112002120031200412005120061200712008120091201012011120121201312014120151201612017120181201912020120211202212023120241202512026120271202812029120301203112032120331203412035120361203712038120391204012041120421204312044120451204612047120481204912050120511205212053120541205512056120571205812059120601206112062120631206412065120661206712068120691207012071120721207312074120751207612077120781207912080120811208212083120841208512086120871208812089120901209112092120931209412095120961209712098120991210012101121021210312104121051210612107121081210912110121111211212113121141211512116121171211812119121201212112122121231212412125121261212712128121291213012131121321213312134121351213612137121381213912140121411214212143121441214512146121471214812149121501215112152121531215412155121561215712158121591216012161121621216312164121651216612167121681216912170121711217212173121741217512176121771217812179121801218112182121831218412185121861218712188121891219012191121921219312194121951219612197121981219912200122011220212203122041220512206122071220812209122101221112212122131221412215122161221712218122191222012221122221222312224122251222612227122281222912230122311223212233122341223512236122371223812239122401224112242122431224412245122461224712248122491225012251122521225312254122551225612257122581225912260122611226212263122641226512266122671226812269122701227112272122731227412275122761227712278122791228012281122821228312284122851228612287122881228912290122911229212293122941229512296122971229812299123001230112302123031230412305123061230712308123091231012311123121231312314123151231612317123181231912320123211232212323123241232512326123271232812329123301233112332123331233412335123361233712338123391234012341123421234312344123451234612347123481234912350123511235212353123541235512356123571235812359123601236112362123631236412365123661236712368123691237012371123721237312374123751237612377123781237912380123811238212383123841238512386123871238812389123901239112392123931239412395123961239712398123991240012401124021240312404124051240612407124081240912410124111241212413124141241512416124171241812419124201242112422124231242412425124261242712428124291243012431124321243312434124351243612437124381243912440124411244212443124441244512446124471244812449124501245112452124531245412455124561245712458124591246012461124621246312464124651246612467124681246912470124711247212473124741247512476124771247812479124801248112482124831248412485124861248712488124891249012491124921249312494124951249612497124981249912500125011250212503125041250512506125071250812509125101251112512125131251412515125161251712518125191252012521125221252312524125251252612527125281252912530125311253212533125341253512536125371253812539125401254112542125431254412545125461254712548125491255012551125521255312554125551255612557125581255912560125611256212563125641256512566125671256812569125701257112572125731257412575125761257712578125791258012581125821258312584125851258612587125881258912590125911259212593125941259512596125971259812599126001260112602126031260412605126061260712608126091261012611126121261312614126151261612617126181261912620126211262212623126241262512626126271262812629126301263112632126331263412635126361263712638126391264012641126421264312644126451264612647126481264912650126511265212653126541265512656126571265812659126601266112662126631266412665126661266712668126691267012671126721267312674126751267612677126781267912680126811268212683126841268512686126871268812689126901269112692126931269412695126961269712698126991270012701127021270312704127051270612707127081270912710127111271212713127141271512716127171271812719127201272112722127231272412725127261272712728127291273012731127321273312734127351273612737127381273912740127411274212743127441274512746127471274812749127501275112752127531275412755127561275712758127591276012761127621276312764127651276612767127681276912770127711277212773127741277512776127771277812779127801278112782127831278412785127861278712788127891279012791127921279312794127951279612797127981279912800128011280212803128041280512806128071280812809128101281112812128131281412815128161281712818128191282012821128221282312824128251282612827128281282912830128311283212833128341283512836128371283812839128401284112842128431284412845128461284712848128491285012851128521285312854128551285612857128581285912860128611286212863128641286512866128671286812869128701287112872128731287412875128761287712878128791288012881128821288312884128851288612887128881288912890128911289212893128941289512896128971289812899129001290112902129031290412905129061290712908129091291012911129121291312914129151291612917129181291912920129211292212923129241292512926129271292812929129301293112932129331293412935129361293712938129391294012941129421294312944129451294612947129481294912950129511295212953129541295512956129571295812959129601296112962129631296412965129661296712968129691297012971129721297312974129751297612977129781297912980129811298212983129841298512986129871298812989129901299112992129931299412995129961299712998129991300013001130021300313004130051300613007130081300913010130111301213013130141301513016130171301813019130201302113022130231302413025130261302713028130291303013031130321303313034130351303613037130381303913040130411304213043130441304513046130471304813049130501305113052130531305413055130561305713058130591306013061130621306313064130651306613067130681306913070130711307213073130741307513076130771307813079130801308113082130831308413085130861308713088130891309013091130921309313094130951309613097130981309913100131011310213103131041310513106131071310813109131101311113112131131311413115131161311713118131191312013121131221312313124131251312613127131281312913130131311313213133131341313513136131371313813139131401314113142131431314413145131461314713148131491315013151131521315313154131551315613157131581315913160131611316213163131641316513166131671316813169131701317113172131731317413175131761317713178131791318013181131821318313184131851318613187131881318913190131911319213193131941319513196131971319813199132001320113202132031320413205132061320713208132091321013211132121321313214132151321613217132181321913220132211322213223132241322513226132271322813229132301323113232132331323413235132361323713238132391324013241132421324313244132451324613247132481324913250132511325213253132541325513256132571325813259132601326113262132631326413265132661326713268132691327013271132721327313274132751327613277132781327913280132811328213283132841328513286132871328813289132901329113292132931329413295132961329713298132991330013301133021330313304133051330613307133081330913310133111331213313133141331513316133171331813319133201332113322133231332413325133261332713328133291333013331133321333313334133351333613337133381333913340133411334213343133441334513346133471334813349133501335113352133531335413355133561335713358133591336013361133621336313364133651336613367133681336913370133711337213373133741337513376133771337813379133801338113382133831338413385133861338713388133891339013391133921339313394133951339613397133981339913400134011340213403134041340513406134071340813409134101341113412134131341413415134161341713418134191342013421134221342313424134251342613427134281342913430134311343213433134341343513436134371343813439134401344113442134431344413445134461344713448134491345013451134521345313454134551345613457134581345913460134611346213463134641346513466134671346813469134701347113472134731347413475134761347713478134791348013481134821348313484134851348613487134881348913490134911349213493134941349513496134971349813499135001350113502135031350413505135061350713508135091351013511135121351313514135151351613517135181351913520135211352213523135241352513526135271352813529135301353113532135331353413535135361353713538135391354013541135421354313544135451354613547135481354913550135511355213553135541355513556135571355813559135601356113562135631356413565135661356713568135691357013571135721357313574135751357613577135781357913580135811358213583135841358513586135871358813589135901359113592135931359413595135961359713598135991360013601136021360313604136051360613607136081360913610136111361213613136141361513616136171361813619136201362113622136231362413625136261362713628136291363013631136321363313634136351363613637136381363913640136411364213643136441364513646136471364813649136501365113652136531365413655136561365713658136591366013661136621366313664136651366613667136681366913670136711367213673136741367513676136771367813679136801368113682136831368413685136861368713688136891369013691136921369313694136951369613697136981369913700137011370213703137041370513706137071370813709137101371113712137131371413715137161371713718137191372013721137221372313724137251372613727137281372913730137311373213733137341373513736137371373813739137401374113742137431374413745137461374713748137491375013751137521375313754137551375613757137581375913760137611376213763137641376513766137671376813769137701377113772137731377413775137761377713778137791378013781137821378313784137851378613787137881378913790137911379213793137941379513796137971379813799138001380113802138031380413805138061380713808138091381013811138121381313814138151381613817138181381913820138211382213823138241382513826138271382813829138301383113832138331383413835138361383713838138391384013841138421384313844138451384613847138481384913850138511385213853138541385513856138571385813859138601386113862138631386413865138661386713868138691387013871138721387313874138751387613877138781387913880138811388213883138841388513886138871388813889138901389113892138931389413895138961389713898138991390013901139021390313904139051390613907139081390913910139111391213913139141391513916139171391813919139201392113922139231392413925139261392713928139291393013931139321393313934139351393613937139381393913940139411394213943139441394513946139471394813949139501395113952139531395413955139561395713958139591396013961139621396313964139651396613967139681396913970139711397213973139741397513976139771397813979139801398113982139831398413985139861398713988139891399013991139921399313994139951399613997139981399914000140011400214003140041400514006140071400814009140101401114012140131401414015140161401714018140191402014021140221402314024140251402614027140281402914030140311403214033140341403514036140371403814039140401404114042140431404414045140461404714048140491405014051140521405314054140551405614057140581405914060140611406214063140641406514066140671406814069140701407114072140731407414075140761407714078140791408014081140821408314084140851408614087140881408914090140911409214093140941409514096140971409814099141001410114102141031410414105141061410714108141091411014111141121411314114141151411614117141181411914120141211412214123141241412514126141271412814129141301413114132141331413414135141361413714138141391414014141141421414314144141451414614147141481414914150141511415214153141541415514156141571415814159141601416114162141631416414165141661416714168141691417014171141721417314174141751417614177141781417914180141811418214183141841418514186141871418814189141901419114192141931419414195141961419714198141991420014201142021420314204142051420614207142081420914210142111421214213142141421514216142171421814219142201422114222142231422414225142261422714228142291423014231142321423314234142351423614237142381423914240142411424214243142441424514246142471424814249142501425114252142531425414255142561425714258142591426014261142621426314264142651426614267142681426914270142711427214273142741427514276142771427814279142801428114282142831428414285142861428714288142891429014291142921429314294142951429614297142981429914300143011430214303143041430514306143071430814309143101431114312143131431414315143161431714318143191432014321143221432314324143251432614327143281432914330143311433214333143341433514336143371433814339143401434114342143431434414345143461434714348143491435014351143521435314354143551435614357143581435914360143611436214363143641436514366143671436814369143701437114372143731437414375143761437714378143791438014381143821438314384143851438614387143881438914390143911439214393143941439514396143971439814399144001440114402144031440414405144061440714408144091441014411144121441314414144151441614417144181441914420144211442214423144241442514426144271442814429144301443114432144331443414435144361443714438144391444014441144421444314444144451444614447144481444914450144511445214453144541445514456144571445814459144601446114462144631446414465144661446714468144691447014471144721447314474144751447614477144781447914480144811448214483144841448514486144871448814489144901449114492144931449414495144961449714498144991450014501145021450314504145051450614507145081450914510145111451214513145141451514516145171451814519145201452114522145231452414525145261452714528145291453014531145321453314534145351453614537145381453914540145411454214543145441454514546145471454814549145501455114552145531455414555145561455714558145591456014561145621456314564145651456614567145681456914570145711457214573145741457514576145771457814579145801458114582145831458414585145861458714588145891459014591145921459314594145951459614597145981459914600146011460214603146041460514606146071460814609146101461114612146131461414615146161461714618146191462014621146221462314624146251462614627146281462914630146311463214633146341463514636146371463814639146401464114642146431464414645146461464714648146491465014651146521465314654146551465614657146581465914660146611466214663146641466514666146671466814669146701467114672146731467414675146761467714678146791468014681146821468314684146851468614687146881468914690146911469214693146941469514696146971469814699147001470114702147031470414705147061470714708147091471014711147121471314714147151471614717147181471914720147211472214723147241472514726147271472814729147301473114732147331473414735147361473714738147391474014741147421474314744147451474614747147481474914750147511475214753147541475514756147571475814759147601476114762147631476414765147661476714768147691477014771147721477314774147751477614777147781477914780147811478214783147841478514786147871478814789147901479114792147931479414795147961479714798147991480014801148021480314804148051480614807148081480914810148111481214813148141481514816148171481814819148201482114822148231482414825148261482714828148291483014831148321483314834148351483614837148381483914840148411484214843148441484514846148471484814849148501485114852148531485414855148561485714858148591486014861148621486314864148651486614867148681486914870148711487214873148741487514876148771487814879148801488114882148831488414885148861488714888148891489014891148921489314894148951489614897148981489914900149011490214903149041490514906149071490814909149101491114912149131491414915149161491714918149191492014921149221492314924149251492614927149281492914930149311493214933149341493514936149371493814939149401494114942149431494414945149461494714948149491495014951149521495314954149551495614957149581495914960149611496214963149641496514966149671496814969149701497114972149731497414975149761497714978149791498014981149821498314984149851498614987149881498914990149911499214993149941499514996149971499814999150001500115002150031500415005150061500715008150091501015011150121501315014150151501615017150181501915020150211502215023150241502515026150271502815029150301503115032150331503415035150361503715038150391504015041150421504315044150451504615047150481504915050150511505215053150541505515056150571505815059150601506115062150631506415065150661506715068150691507015071150721507315074150751507615077150781507915080150811508215083150841508515086150871508815089150901509115092150931509415095150961509715098150991510015101151021510315104151051510615107151081510915110151111511215113151141511515116151171511815119151201512115122151231512415125151261512715128151291513015131151321513315134151351513615137151381513915140151411514215143151441514515146151471514815149151501515115152151531515415155151561515715158151591516015161151621516315164151651516615167151681516915170151711517215173151741517515176151771517815179151801518115182151831518415185151861518715188151891519015191151921519315194151951519615197151981519915200152011520215203152041520515206152071520815209152101521115212152131521415215152161521715218152191522015221152221522315224152251522615227152281522915230152311523215233152341523515236152371523815239152401524115242152431524415245152461524715248152491525015251152521525315254152551525615257152581525915260152611526215263152641526515266152671526815269152701527115272152731527415275152761527715278152791528015281152821528315284152851528615287152881528915290152911529215293152941529515296152971529815299153001530115302153031530415305153061530715308153091531015311153121531315314153151531615317153181531915320153211532215323153241532515326153271532815329153301533115332153331533415335153361533715338153391534015341153421534315344153451534615347153481534915350153511535215353153541535515356153571535815359153601536115362153631536415365153661536715368153691537015371153721537315374153751537615377153781537915380153811538215383153841538515386153871538815389153901539115392153931539415395153961539715398153991540015401154021540315404154051540615407154081540915410154111541215413154141541515416154171541815419154201542115422154231542415425154261542715428154291543015431154321543315434154351543615437154381543915440154411544215443154441544515446154471544815449154501545115452154531545415455154561545715458154591546015461154621546315464154651546615467154681546915470154711547215473154741547515476154771547815479154801548115482154831548415485154861548715488154891549015491154921549315494154951549615497154981549915500155011550215503155041550515506155071550815509155101551115512155131551415515155161551715518155191552015521155221552315524155251552615527155281552915530155311553215533155341553515536155371553815539155401554115542155431554415545155461554715548155491555015551155521555315554155551555615557155581555915560155611556215563155641556515566155671556815569155701557115572155731557415575155761557715578155791558015581155821558315584155851558615587155881558915590155911559215593155941559515596155971559815599156001560115602156031560415605156061560715608156091561015611156121561315614156151561615617156181561915620156211562215623156241562515626156271562815629156301563115632156331563415635156361563715638156391564015641156421564315644156451564615647156481564915650156511565215653156541565515656156571565815659156601566115662156631566415665156661566715668156691567015671156721567315674156751567615677156781567915680156811568215683156841568515686156871568815689156901569115692156931569415695156961569715698156991570015701157021570315704157051570615707157081570915710157111571215713157141571515716157171571815719157201572115722157231572415725157261572715728157291573015731157321573315734157351573615737157381573915740157411574215743157441574515746157471574815749157501575115752157531575415755157561575715758157591576015761157621576315764157651576615767157681576915770157711577215773157741577515776157771577815779157801578115782157831578415785157861578715788157891579015791157921579315794157951579615797157981579915800158011580215803158041580515806158071580815809158101581115812158131581415815158161581715818158191582015821158221582315824158251582615827158281582915830158311583215833158341583515836158371583815839158401584115842158431584415845158461584715848158491585015851158521585315854158551585615857158581585915860158611586215863158641586515866158671586815869158701587115872158731587415875158761587715878158791588015881158821588315884158851588615887158881588915890158911589215893158941589515896158971589815899159001590115902159031590415905159061590715908159091591015911159121591315914159151591615917159181591915920159211592215923159241592515926159271592815929159301593115932159331593415935159361593715938159391594015941159421594315944159451594615947159481594915950159511595215953159541595515956159571595815959159601596115962159631596415965159661596715968159691597015971159721597315974159751597615977159781597915980159811598215983159841598515986159871598815989159901599115992159931599415995159961599715998159991600016001160021600316004160051600616007160081600916010160111601216013160141601516016160171601816019160201602116022160231602416025160261602716028160291603016031160321603316034160351603616037160381603916040160411604216043160441604516046160471604816049160501605116052160531605416055160561605716058160591606016061160621606316064160651606616067160681606916070160711607216073160741607516076160771607816079160801608116082160831608416085160861608716088160891609016091160921609316094160951609616097160981609916100161011610216103161041610516106161071610816109161101611116112161131611416115161161611716118161191612016121161221612316124161251612616127161281612916130161311613216133161341613516136161371613816139161401614116142161431614416145161461614716148161491615016151161521615316154161551615616157161581615916160161611616216163161641616516166161671616816169161701617116172161731617416175161761617716178161791618016181161821618316184161851618616187161881618916190161911619216193161941619516196161971619816199162001620116202162031620416205162061620716208162091621016211162121621316214162151621616217162181621916220162211622216223162241622516226162271622816229162301623116232162331623416235162361623716238162391624016241162421624316244162451624616247162481624916250162511625216253162541625516256162571625816259162601626116262162631626416265162661626716268162691627016271162721627316274162751627616277162781627916280162811628216283162841628516286162871628816289162901629116292162931629416295162961629716298162991630016301163021630316304163051630616307163081630916310163111631216313163141631516316163171631816319163201632116322163231632416325163261632716328163291633016331163321633316334163351633616337163381633916340163411634216343163441634516346163471634816349163501635116352163531635416355163561635716358163591636016361163621636316364163651636616367163681636916370163711637216373163741637516376163771637816379163801638116382163831638416385163861638716388163891639016391163921639316394163951639616397163981639916400164011640216403164041640516406164071640816409164101641116412164131641416415164161641716418164191642016421164221642316424164251642616427164281642916430164311643216433164341643516436164371643816439164401644116442164431644416445164461644716448164491645016451164521645316454164551645616457164581645916460164611646216463164641646516466164671646816469164701647116472164731647416475164761647716478164791648016481164821648316484164851648616487164881648916490164911649216493164941649516496164971649816499165001650116502165031650416505165061650716508165091651016511165121651316514165151651616517165181651916520165211652216523165241652516526165271652816529165301653116532165331653416535165361653716538165391654016541165421654316544165451654616547165481654916550165511655216553165541655516556165571655816559165601656116562165631656416565165661656716568165691657016571165721657316574165751657616577165781657916580165811658216583165841658516586165871658816589165901659116592165931659416595165961659716598165991660016601166021660316604166051660616607166081660916610166111661216613166141661516616166171661816619166201662116622166231662416625166261662716628166291663016631166321663316634166351663616637166381663916640166411664216643166441664516646166471664816649166501665116652166531665416655166561665716658166591666016661166621666316664166651666616667166681666916670166711667216673166741667516676166771667816679166801668116682166831668416685166861668716688166891669016691166921669316694166951669616697166981669916700167011670216703167041670516706167071670816709167101671116712167131671416715167161671716718167191672016721167221672316724167251672616727167281672916730167311673216733167341673516736167371673816739167401674116742167431674416745167461674716748167491675016751167521675316754167551675616757167581675916760167611676216763167641676516766167671676816769167701677116772167731677416775167761677716778167791678016781167821678316784167851678616787167881678916790167911679216793167941679516796167971679816799168001680116802168031680416805168061680716808168091681016811168121681316814168151681616817168181681916820168211682216823168241682516826168271682816829168301683116832168331683416835168361683716838168391684016841168421684316844168451684616847168481684916850168511685216853168541685516856168571685816859168601686116862168631686416865168661686716868168691687016871168721687316874168751687616877168781687916880168811688216883168841688516886168871688816889168901689116892168931689416895168961689716898168991690016901169021690316904169051690616907169081690916910169111691216913169141691516916169171691816919169201692116922169231692416925169261692716928169291693016931169321693316934169351693616937169381693916940169411694216943169441694516946169471694816949169501695116952169531695416955169561695716958169591696016961169621696316964169651696616967169681696916970169711697216973169741697516976169771697816979169801698116982169831698416985169861698716988169891699016991169921699316994169951699616997169981699917000170011700217003170041700517006170071700817009170101701117012170131701417015170161701717018170191702017021170221702317024170251702617027170281702917030170311703217033170341703517036170371703817039170401704117042170431704417045170461704717048170491705017051170521705317054170551705617057170581705917060170611706217063170641706517066170671706817069170701707117072170731707417075170761707717078170791708017081170821708317084170851708617087170881708917090170911709217093170941709517096170971709817099171001710117102171031710417105171061710717108171091711017111171121711317114171151711617117171181711917120171211712217123171241712517126171271712817129171301713117132171331713417135171361713717138171391714017141171421714317144171451714617147171481714917150171511715217153171541715517156171571715817159171601716117162171631716417165171661716717168171691717017171171721717317174171751717617177171781717917180171811718217183171841718517186171871718817189171901719117192171931719417195171961719717198171991720017201172021720317204172051720617207172081720917210172111721217213172141721517216172171721817219172201722117222172231722417225172261722717228172291723017231172321723317234172351723617237172381723917240172411724217243172441724517246172471724817249172501725117252172531725417255172561725717258172591726017261172621726317264172651726617267172681726917270172711727217273172741727517276172771727817279172801728117282172831728417285172861728717288172891729017291172921729317294172951729617297172981729917300173011730217303173041730517306173071730817309173101731117312173131731417315173161731717318173191732017321173221732317324173251732617327173281732917330173311733217333173341733517336173371733817339173401734117342173431734417345173461734717348173491735017351173521735317354173551735617357173581735917360173611736217363173641736517366173671736817369173701737117372173731737417375173761737717378173791738017381173821738317384173851738617387173881738917390173911739217393173941739517396173971739817399174001740117402174031740417405174061740717408174091741017411174121741317414174151741617417174181741917420174211742217423174241742517426174271742817429174301743117432174331743417435174361743717438174391744017441174421744317444174451744617447174481744917450174511745217453174541745517456174571745817459174601746117462174631746417465174661746717468174691747017471174721747317474174751747617477174781747917480174811748217483174841748517486174871748817489174901749117492174931749417495174961749717498174991750017501175021750317504175051750617507175081750917510175111751217513175141751517516175171751817519175201752117522175231752417525175261752717528175291753017531175321753317534175351753617537175381753917540175411754217543175441754517546175471754817549175501755117552175531755417555175561755717558175591756017561175621756317564175651756617567175681756917570175711757217573175741757517576175771757817579175801758117582175831758417585175861758717588175891759017591175921759317594175951759617597175981759917600176011760217603176041760517606176071760817609176101761117612176131761417615176161761717618176191762017621176221762317624176251762617627176281762917630176311763217633176341763517636176371763817639176401764117642176431764417645176461764717648176491765017651176521765317654176551765617657176581765917660176611766217663176641766517666176671766817669176701767117672176731767417675176761767717678176791768017681176821768317684176851768617687176881768917690176911769217693176941769517696176971769817699177001770117702177031770417705177061770717708177091771017711177121771317714177151771617717177181771917720177211772217723177241772517726177271772817729177301773117732177331773417735177361773717738177391774017741177421774317744177451774617747177481774917750177511775217753177541775517756177571775817759177601776117762177631776417765177661776717768177691777017771177721777317774177751777617777177781777917780177811778217783177841778517786177871778817789177901779117792177931779417795177961779717798177991780017801178021780317804178051780617807178081780917810178111781217813178141781517816178171781817819178201782117822178231782417825178261782717828178291783017831178321783317834178351783617837178381783917840178411784217843178441784517846178471784817849178501785117852178531785417855178561785717858178591786017861178621786317864178651786617867178681786917870178711787217873178741787517876178771787817879178801788117882178831788417885178861788717888178891789017891178921789317894178951789617897178981789917900179011790217903179041790517906179071790817909179101791117912179131791417915179161791717918179191792017921179221792317924179251792617927179281792917930179311793217933179341793517936179371793817939179401794117942179431794417945179461794717948179491795017951179521795317954179551795617957179581795917960179611796217963179641796517966179671796817969179701797117972179731797417975179761797717978179791798017981179821798317984179851798617987179881798917990179911799217993179941799517996179971799817999180001800118002180031800418005180061800718008180091801018011180121801318014180151801618017180181801918020180211802218023180241802518026180271802818029180301803118032180331803418035180361803718038180391804018041180421804318044180451804618047180481804918050180511805218053180541805518056180571805818059180601806118062180631806418065180661806718068180691807018071180721807318074180751807618077180781807918080180811808218083180841808518086180871808818089180901809118092180931809418095180961809718098180991810018101181021810318104181051810618107181081810918110181111811218113181141811518116181171811818119181201812118122181231812418125181261812718128181291813018131181321813318134181351813618137181381813918140181411814218143181441814518146181471814818149181501815118152181531815418155181561815718158181591816018161181621816318164181651816618167181681816918170181711817218173181741817518176181771817818179181801818118182181831818418185181861818718188181891819018191181921819318194181951819618197181981819918200182011820218203182041820518206182071820818209182101821118212182131821418215182161821718218182191822018221182221822318224182251822618227182281822918230182311823218233182341823518236182371823818239182401824118242182431824418245182461824718248182491825018251182521825318254182551825618257182581825918260182611826218263182641826518266182671826818269182701827118272182731827418275182761827718278182791828018281182821828318284182851828618287182881828918290182911829218293182941829518296182971829818299183001830118302183031830418305183061830718308183091831018311183121831318314183151831618317183181831918320183211832218323183241832518326183271832818329183301833118332183331833418335183361833718338183391834018341183421834318344183451834618347183481834918350183511835218353183541835518356183571835818359183601836118362183631836418365183661836718368183691837018371183721837318374183751837618377183781837918380183811838218383183841838518386183871838818389183901839118392183931839418395183961839718398183991840018401184021840318404184051840618407184081840918410184111841218413184141841518416184171841818419184201842118422184231842418425184261842718428184291843018431184321843318434184351843618437184381843918440184411844218443184441844518446184471844818449184501845118452184531845418455184561845718458184591846018461184621846318464184651846618467184681846918470184711847218473184741847518476184771847818479184801848118482184831848418485184861848718488184891849018491184921849318494184951849618497184981849918500185011850218503185041850518506185071850818509185101851118512185131851418515185161851718518185191852018521185221852318524185251852618527185281852918530185311853218533185341853518536185371853818539185401854118542185431854418545185461854718548185491855018551185521855318554185551855618557185581855918560185611856218563185641856518566185671856818569185701857118572185731857418575185761857718578185791858018581185821858318584185851858618587185881858918590185911859218593185941859518596185971859818599186001860118602186031860418605186061860718608186091861018611186121861318614186151861618617186181861918620186211862218623186241862518626186271862818629186301863118632186331863418635186361863718638186391864018641186421864318644186451864618647186481864918650186511865218653186541865518656186571865818659186601866118662186631866418665186661866718668186691867018671186721867318674186751867618677186781867918680186811868218683186841868518686186871868818689186901869118692186931869418695186961869718698186991870018701187021870318704187051870618707187081870918710187111871218713187141871518716187171871818719187201872118722187231872418725187261872718728187291873018731187321873318734187351873618737187381873918740187411874218743187441874518746187471874818749187501875118752187531875418755187561875718758187591876018761187621876318764187651876618767187681876918770187711877218773187741877518776187771877818779187801878118782187831878418785187861878718788187891879018791187921879318794187951879618797187981879918800188011880218803188041880518806188071880818809188101881118812188131881418815188161881718818188191882018821188221882318824188251882618827188281882918830188311883218833188341883518836188371883818839188401884118842188431884418845188461884718848188491885018851188521885318854188551885618857188581885918860188611886218863188641886518866188671886818869188701887118872188731887418875188761887718878188791888018881188821888318884188851888618887188881888918890188911889218893188941889518896188971889818899189001890118902189031890418905189061890718908189091891018911189121891318914189151891618917189181891918920189211892218923189241892518926189271892818929189301893118932189331893418935189361893718938189391894018941189421894318944189451894618947189481894918950189511895218953189541895518956189571895818959189601896118962189631896418965189661896718968189691897018971189721897318974189751897618977189781897918980189811898218983189841898518986189871898818989189901899118992189931899418995189961899718998189991900019001190021900319004190051900619007190081900919010190111901219013190141901519016190171901819019190201902119022190231902419025190261902719028190291903019031190321903319034190351903619037190381903919040190411904219043190441904519046190471904819049190501905119052190531905419055190561905719058190591906019061190621906319064190651906619067190681906919070190711907219073190741907519076190771907819079190801908119082190831908419085190861908719088190891909019091190921909319094190951909619097190981909919100191011910219103191041910519106191071910819109191101911119112191131911419115191161911719118191191912019121191221912319124191251912619127191281912919130191311913219133191341913519136191371913819139191401914119142191431914419145191461914719148191491915019151191521915319154191551915619157191581915919160191611916219163191641916519166191671916819169191701917119172191731917419175191761917719178191791918019181191821918319184191851918619187191881918919190191911919219193191941919519196191971919819199192001920119202192031920419205192061920719208192091921019211192121921319214192151921619217192181921919220192211922219223192241922519226192271922819229192301923119232192331923419235192361923719238192391924019241192421924319244192451924619247192481924919250192511925219253192541925519256192571925819259192601926119262192631926419265192661926719268192691927019271192721927319274192751927619277192781927919280192811928219283192841928519286192871928819289192901929119292192931929419295192961929719298192991930019301193021930319304193051930619307193081930919310193111931219313193141931519316193171931819319193201932119322193231932419325193261932719328193291933019331193321933319334193351933619337193381933919340193411934219343193441934519346193471934819349193501935119352193531935419355193561935719358193591936019361193621936319364193651936619367193681936919370193711937219373193741937519376193771937819379193801938119382193831938419385193861938719388193891939019391193921939319394193951939619397193981939919400194011940219403194041940519406194071940819409194101941119412194131941419415194161941719418194191942019421194221942319424194251942619427194281942919430194311943219433194341943519436194371943819439194401944119442194431944419445194461944719448194491945019451194521945319454194551945619457194581945919460194611946219463194641946519466194671946819469194701947119472194731947419475194761947719478194791948019481194821948319484194851948619487194881948919490194911949219493194941949519496194971949819499195001950119502195031950419505195061950719508195091951019511195121951319514195151951619517195181951919520195211952219523195241952519526195271952819529195301953119532195331953419535195361953719538195391954019541195421954319544195451954619547195481954919550195511955219553195541955519556195571955819559195601956119562195631956419565195661956719568195691957019571195721957319574195751957619577195781957919580195811958219583195841958519586195871958819589195901959119592195931959419595195961959719598195991960019601196021960319604196051960619607196081960919610196111961219613196141961519616196171961819619196201962119622196231962419625196261962719628196291963019631196321963319634196351963619637196381963919640196411964219643196441964519646196471964819649196501965119652196531965419655196561965719658196591966019661196621966319664196651966619667196681966919670196711967219673196741967519676196771967819679196801968119682196831968419685196861968719688196891969019691196921969319694196951969619697196981969919700197011970219703197041970519706197071970819709197101971119712197131971419715197161971719718197191972019721197221972319724197251972619727197281972919730197311973219733197341973519736197371973819739197401974119742197431974419745197461974719748197491975019751197521975319754197551975619757197581975919760197611976219763197641976519766197671976819769197701977119772197731977419775197761977719778197791978019781197821978319784197851978619787197881978919790197911979219793197941979519796197971979819799198001980119802198031980419805198061980719808198091981019811198121981319814198151981619817198181981919820198211982219823198241982519826198271982819829198301983119832198331983419835198361983719838198391984019841198421984319844198451984619847198481984919850198511985219853198541985519856198571985819859198601986119862198631986419865198661986719868198691987019871198721987319874198751987619877198781987919880198811988219883198841988519886198871988819889198901989119892198931989419895198961989719898198991990019901199021990319904199051990619907199081990919910199111991219913199141991519916199171991819919199201992119922199231992419925199261992719928199291993019931199321993319934199351993619937199381993919940199411994219943199441994519946199471994819949199501995119952199531995419955199561995719958199591996019961199621996319964199651996619967199681996919970199711997219973199741997519976199771997819979199801998119982199831998419985199861998719988199891999019991199921999319994199951999619997199981999920000200012000220003200042000520006200072000820009200102001120012200132001420015200162001720018200192002020021200222002320024200252002620027200282002920030200312003220033200342003520036200372003820039200402004120042200432004420045200462004720048200492005020051200522005320054200552005620057200582005920060200612006220063200642006520066200672006820069200702007120072200732007420075200762007720078200792008020081200822008320084200852008620087200882008920090200912009220093200942009520096200972009820099201002010120102201032010420105201062010720108201092011020111201122011320114201152011620117201182011920120201212012220123201242012520126201272012820129201302013120132201332013420135201362013720138201392014020141201422014320144201452014620147201482014920150201512015220153201542015520156201572015820159201602016120162201632016420165201662016720168201692017020171201722017320174201752017620177201782017920180201812018220183201842018520186201872018820189201902019120192201932019420195201962019720198201992020020201202022020320204202052020620207202082020920210202112021220213202142021520216202172021820219202202022120222202232022420225202262022720228202292023020231202322023320234202352023620237202382023920240202412024220243202442024520246202472024820249202502025120252202532025420255202562025720258202592026020261202622026320264202652026620267202682026920270202712027220273202742027520276202772027820279202802028120282202832028420285202862028720288202892029020291202922029320294202952029620297202982029920300203012030220303203042030520306203072030820309203102031120312203132031420315203162031720318203192032020321203222032320324203252032620327203282032920330203312033220333203342033520336203372033820339203402034120342203432034420345203462034720348203492035020351203522035320354203552035620357203582035920360203612036220363203642036520366203672036820369203702037120372203732037420375203762037720378203792038020381203822038320384203852038620387203882038920390203912039220393203942039520396203972039820399204002040120402204032040420405204062040720408204092041020411204122041320414204152041620417204182041920420204212042220423204242042520426204272042820429204302043120432204332043420435204362043720438204392044020441204422044320444204452044620447204482044920450204512045220453204542045520456204572045820459204602046120462204632046420465204662046720468204692047020471204722047320474204752047620477204782047920480204812048220483204842048520486204872048820489204902049120492204932049420495204962049720498204992050020501205022050320504205052050620507205082050920510205112051220513205142051520516205172051820519205202052120522205232052420525205262052720528205292053020531205322053320534205352053620537205382053920540205412054220543205442054520546205472054820549205502055120552205532055420555205562055720558205592056020561205622056320564205652056620567205682056920570205712057220573205742057520576205772057820579205802058120582205832058420585205862058720588205892059020591205922059320594205952059620597205982059920600206012060220603206042060520606206072060820609206102061120612206132061420615206162061720618206192062020621206222062320624206252062620627206282062920630206312063220633206342063520636206372063820639206402064120642206432064420645206462064720648206492065020651206522065320654206552065620657206582065920660206612066220663206642066520666206672066820669206702067120672206732067420675206762067720678206792068020681206822068320684206852068620687206882068920690206912069220693206942069520696206972069820699207002070120702207032070420705207062070720708207092071020711207122071320714207152071620717207182071920720207212072220723207242072520726207272072820729207302073120732207332073420735207362073720738207392074020741207422074320744207452074620747207482074920750207512075220753207542075520756207572075820759207602076120762207632076420765207662076720768207692077020771207722077320774207752077620777207782077920780207812078220783207842078520786207872078820789207902079120792207932079420795207962079720798207992080020801208022080320804208052080620807208082080920810208112081220813208142081520816208172081820819208202082120822208232082420825208262082720828208292083020831208322083320834208352083620837208382083920840208412084220843208442084520846208472084820849208502085120852208532085420855208562085720858208592086020861208622086320864208652086620867208682086920870208712087220873208742087520876208772087820879208802088120882208832088420885208862088720888208892089020891208922089320894208952089620897208982089920900209012090220903209042090520906209072090820909209102091120912209132091420915209162091720918209192092020921209222092320924209252092620927209282092920930209312093220933209342093520936209372093820939209402094120942209432094420945209462094720948209492095020951209522095320954209552095620957209582095920960209612096220963209642096520966209672096820969209702097120972209732097420975209762097720978209792098020981209822098320984209852098620987209882098920990209912099220993209942099520996
  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. #define TIMERSKILL_INTERVAL 150
  42. // ranges reserved for mapping skill ids to skilldb offsets
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  45. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  46. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  50. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  51. #if GD_SKILLRANGEMAX > 999
  52. #error GD_SKILLRANGEMAX is greater than 999
  53. #endif
  54. static DBMap *skilldb_id2idx; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id)
  55. struct s_skill_db **skill_db; /// Skill DB
  56. static uint16 skill_num; /// Skill count, also as last index
  57. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  58. static uint16 skill_db_create(uint16 skill_id);
  59. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  60. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  61. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  62. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  63. /**
  64. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  65. */
  66. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  67. struct skill_usave {
  68. uint16 skill_id, skill_lv;
  69. };
  70. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  71. static unsigned short skill_produce_count;
  72. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  73. static unsigned short skill_arrow_count;
  74. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  75. unsigned short skill_abra_count;
  76. struct s_skill_improvise_db {
  77. uint16 skill_id;
  78. unsigned short per;//1-10000
  79. };
  80. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  81. static unsigned short skill_improvise_count;
  82. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  83. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  84. struct s_skill_changematerial_db {
  85. unsigned short nameid;
  86. unsigned short rate;
  87. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  88. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  89. };
  90. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  91. static unsigned short skill_changematerial_count;
  92. //Warlock
  93. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  94. unsigned short skill_spellbook_count;
  95. //Guillotine Cross
  96. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  97. unsigned short skill_magicmushroom_count;
  98. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  99. int firewall_unit_pos;
  100. int icewall_unit_pos;
  101. int earthstrain_unit_pos;
  102. int firerain_unit_pos;
  103. int wallofthorn_unit_pos;
  104. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  105. int overbrand_nounit_pos;
  106. int overbrand_brandish_nounit_pos;
  107. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  108. //Early declaration
  109. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  110. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  111. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  112. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  113. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  114. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  115. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  116. // Since only mob-casted splash skills can hit ice-walls
  117. static inline int splash_target(struct block_list* bl) {
  118. #ifndef RENEWAL
  119. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  120. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  121. return BL_SKILL|BL_CHAR;
  122. #endif
  123. }
  124. uint16 SKILL_MAX_DB(void) {
  125. return skill_num;
  126. }
  127. /**
  128. * Get skill id from name
  129. * @param name
  130. * @return Skill ID of the skill, or 0 if not found.
  131. **/
  132. int skill_name2id(const char* name) {
  133. if( name == NULL )
  134. return 0;
  135. return strdb_iget(skilldb_name2id, name);
  136. }
  137. /**
  138. * Get Skill ID from Skill Index
  139. * @param idx
  140. * @return Skill ID or 0 if not found
  141. **/
  142. uint16 skill_idx2id(uint16 idx) {
  143. if (idx < SKILL_MAX_DB() && skill_db[idx])
  144. return skill_db[idx]->nameid;
  145. return 0;
  146. }
  147. /**
  148. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  149. * @param skill_id
  150. * @param silent If Skill is undefined, show error message!
  151. * @return Skill Index or 0 if not found/unset
  152. **/
  153. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  154. uint16 idx = (uint16)uidb_iget(skilldb_id2idx, skill_id);
  155. if (!idx && skill_id != 0 && !silent)
  156. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  157. return idx;
  158. }
  159. /**
  160. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  161. * @param skill_id
  162. * @return Skill index
  163. **/
  164. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  165. uint16 idx = skill_get_index2(skill_id);
  166. if (idx || idx == skill_id)
  167. return idx;
  168. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  169. idx = skill_db_create(skill_id);
  170. return idx;
  171. }
  172. /**
  173. * Get Skill name
  174. * @param skill_id
  175. * @return AEGIS Skill name
  176. **/
  177. const char* skill_get_name( uint16 skill_id ) {
  178. return skill_db[skill_get_index(skill_id)]->name;
  179. }
  180. /**
  181. * Get Skill name
  182. * @param skill_id
  183. * @return English Skill name
  184. **/
  185. const char* skill_get_desc( uint16 skill_id ) {
  186. return skill_db[skill_get_index(skill_id)]->desc;
  187. }
  188. /// out of bounds error checking [celest]
  189. static void skill_chk(uint16 *skill_id) {
  190. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  191. }
  192. /// checks/adjusts index. make sure we don't use negative index
  193. static void skill_chk2(int *idx) {
  194. if (*idx < 0) *idx = 0;
  195. }
  196. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  197. #define skill_get2(id, lv, arrvar) do {\
  198. int idx;\
  199. skill_chk(&(id));\
  200. if (!(id))\
  201. return 0;\
  202. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  203. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1 && idx > 1) {\
  204. int a__ = (arrvar)[idx-2];\
  205. int b__ = (arrvar)[idx-1];\
  206. int c__ = (arrvar)[idx];\
  207. return (c__ + (((lv)-MAX_SKILL_LEVEL+1)*(b__-a__)/2) + (((lv)-MAX_SKILL_LEVEL)*(c__-b__)/2));\
  208. }\
  209. return ((arrvar)[idx]);\
  210. } while(0)
  211. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  212. // Skill DB
  213. int skill_get_hit( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->hit); }
  214. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  215. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  216. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  217. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  218. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  219. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  220. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  221. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  222. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  223. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  224. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  225. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  226. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  227. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  228. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  229. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  230. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  231. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  232. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  233. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  234. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  235. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  236. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  237. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  238. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  239. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  240. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  241. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  242. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  243. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  244. #ifdef RENEWAL_CAST
  245. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  246. #endif
  247. // Skill requirements
  248. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  249. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  250. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  251. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  252. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  253. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  254. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  255. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  256. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  257. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  258. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  259. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  260. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  261. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  262. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  263. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  264. int splash = skill_get_splash_(skill_id, skill_lv);
  265. if (splash < 0)
  266. return AREA_SIZE;
  267. return splash;
  268. }
  269. int skill_tree_get_max(uint16 skill_id, int b_class)
  270. {
  271. int i;
  272. b_class = pc_class2idx(b_class);
  273. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  274. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  275. return skill_tree[b_class][i].max;
  276. else
  277. return skill_get_max(skill_id);
  278. }
  279. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  280. int skill_attack_area(struct block_list *bl,va_list ap);
  281. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  282. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  283. int skill_greed(struct block_list *bl, va_list ap);
  284. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  285. static int skill_trap_splash(struct block_list *bl, va_list ap);
  286. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  287. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  288. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  289. static int skill_unit_effect(struct block_list *bl,va_list ap);
  290. static int skill_bind_trap(struct block_list *bl, va_list ap);
  291. int skill_get_casttype (uint16 skill_id) {
  292. int inf = skill_get_inf(skill_id);
  293. if (inf&(INF_GROUND_SKILL))
  294. return CAST_GROUND;
  295. if (inf&INF_SUPPORT_SKILL)
  296. return CAST_NODAMAGE;
  297. if (inf&INF_SELF_SKILL) {
  298. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  299. return CAST_DAMAGE; //Combo skill.
  300. return CAST_NODAMAGE;
  301. }
  302. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  303. return CAST_NODAMAGE;
  304. return CAST_DAMAGE;
  305. }
  306. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  307. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  308. int range, inf3=0;
  309. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  310. return 9; //Mobs have a range of 9 regardless of skill used.
  311. range = skill_get_range(skill_id, skill_lv);
  312. if( range < 0 ) {
  313. if( battle_config.use_weapon_skill_range&bl->type )
  314. return status_get_range(bl);
  315. range *=-1;
  316. }
  317. inf3 = skill_get_inf3(skill_id);
  318. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  319. if( bl->type == BL_PC ) {
  320. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  321. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  322. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  323. } else
  324. range += battle_config.mob_eye_range_bonus;
  325. }
  326. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  327. if( bl->type == BL_PC ) {
  328. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  329. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  330. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  331. }
  332. }
  333. if( !range && bl->type != BL_PC )
  334. return 9; // Enable non players to use self skills on others. [Skotlex]
  335. return range;
  336. }
  337. /** Copy Referral: dummy skills should point to their source.
  338. * @param skill_id Dummy skill ID
  339. * @return Real skill id if found
  340. **/
  341. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  342. switch (skill_id) {
  343. case AB_DUPLELIGHT_MELEE:
  344. case AB_DUPLELIGHT_MAGIC:
  345. return AB_DUPLELIGHT;
  346. case WL_CHAINLIGHTNING_ATK:
  347. return WL_CHAINLIGHTNING;
  348. case WL_TETRAVORTEX_FIRE:
  349. case WL_TETRAVORTEX_WATER:
  350. case WL_TETRAVORTEX_WIND:
  351. case WL_TETRAVORTEX_GROUND:
  352. return WL_TETRAVORTEX;
  353. case WL_SUMMON_ATK_FIRE:
  354. return WL_SUMMONFB;
  355. case WL_SUMMON_ATK_WIND:
  356. return WL_SUMMONBL;
  357. case WL_SUMMON_ATK_WATER:
  358. return WL_SUMMONWB;
  359. case WL_SUMMON_ATK_GROUND:
  360. return WL_SUMMONSTONE;
  361. case LG_OVERBRAND_BRANDISH:
  362. case LG_OVERBRAND_PLUSATK:
  363. return LG_OVERBRAND;
  364. case WM_REVERBERATION_MELEE:
  365. case WM_REVERBERATION_MAGIC:
  366. return WM_REVERBERATION;
  367. case WM_SEVERE_RAINSTORM_MELEE:
  368. return WM_SEVERE_RAINSTORM;
  369. case GN_CRAZYWEED_ATK:
  370. return GN_CRAZYWEED;
  371. case GN_HELLS_PLANT_ATK:
  372. return GN_HELLS_PLANT;
  373. case GN_SLINGITEM_RANGEMELEEATK:
  374. return GN_SLINGITEM;
  375. case RL_R_TRIP_PLUSATK:
  376. return RL_R_TRIP;
  377. }
  378. return skill_id;
  379. }
  380. /**
  381. * Calculates heal value of skill's effect
  382. * @param src
  383. * @param target
  384. * @param skill_id
  385. * @param skill_lv
  386. * @param heal
  387. * @return modified heal value
  388. */
  389. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  390. int skill, hp = 0;
  391. struct map_session_data *sd = BL_CAST(BL_PC, src);
  392. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  393. struct status_change *sc, *tsc;
  394. sc = status_get_sc(src);
  395. tsc = status_get_sc(target);
  396. switch( skill_id ) {
  397. case BA_APPLEIDUN:
  398. #ifdef RENEWAL
  399. hp = 100 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
  400. #else
  401. hp = 30 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
  402. #endif
  403. if( sd )
  404. hp += 5 * pc_checkskill(sd,BA_MUSICALLESSON);
  405. break;
  406. case PR_SANCTUARY:
  407. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  408. break;
  409. case NPC_EVILLAND:
  410. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  411. break;
  412. case AB_HIGHNESSHEAL:
  413. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd,AL_HEAL) : 1) * 8));
  414. hp = (hp * (17 + 3 * skill_lv)) / 10;
  415. break;
  416. default:
  417. if (skill_lv >= battle_config.max_heal_lv)
  418. return battle_config.max_heal;
  419. #ifdef RENEWAL
  420. /**
  421. * Renewal Heal Formula
  422. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  423. */
  424. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  425. #else
  426. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  427. #endif
  428. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  429. hp += hp * skill * 2 / 100;
  430. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  431. hp += hp * skill * 2 / 100;
  432. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  433. hp *= 2;
  434. break;
  435. }
  436. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  437. hp >>= 1;
  438. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  439. hp += hp * skill / 100;
  440. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  441. hp += hp * skill / 100;
  442. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  443. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  444. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  445. if (tsc && tsc->count) {
  446. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  447. if (tsc->data[SC_INCHEALRATE])
  448. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  449. if (tsc->data[SC_EXTRACT_WHITE_POTION_Z])
  450. hp += hp * tsc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
  451. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  452. hp += hp / 10;
  453. }
  454. if (heal) {
  455. uint8 penalty = 0;
  456. if (tsc->data[SC_CRITICALWOUND])
  457. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  458. if (tsc->data[SC_DEATHHURT])
  459. penalty += 20;
  460. if (tsc->data[SC_NORECOVER_STATE])
  461. penalty = 100;
  462. if (penalty > 0)
  463. hp -= hp * penalty / 100;
  464. }
  465. }
  466. #ifdef RENEWAL
  467. // MATK part of the RE heal formula [malufett]
  468. // Note: in this part matk bonuses from items or skills are not applied
  469. switch( skill_id ) {
  470. case BA_APPLEIDUN:
  471. case PR_SANCTUARY:
  472. case NPC_EVILLAND:
  473. break;
  474. default:
  475. {
  476. struct status_data *status = status_get_status_data(src);
  477. int min, max;
  478. min = max = status_base_matk(src, status, status_get_lv(src));
  479. if( status->rhw.matk > 0 ){
  480. int wMatk, variance;
  481. wMatk = status->rhw.matk;
  482. variance = wMatk * status->rhw.wlv / 10;
  483. min += wMatk - variance;
  484. max += wMatk + variance;
  485. }
  486. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  487. min = max;
  488. if( sd && sd->right_weapon.overrefine > 0 ){
  489. min++;
  490. max += sd->right_weapon.overrefine - 1;
  491. }
  492. if(max > min)
  493. hp += min+rnd()%(max-min);
  494. else
  495. hp += min;
  496. }
  497. }
  498. #endif
  499. return hp;
  500. }
  501. /**
  502. * Making Plagiarism and Reproduce check their own function
  503. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  504. * @param sd: Player who will copy the skill
  505. * @param skill_id: Target skill
  506. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  507. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  508. */
  509. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  510. // Only copy skill that player doesn't have or the skill is old clone
  511. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  512. return 0;
  513. // Check if the skill is copyable by class
  514. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  515. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  516. while (1) {
  517. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  518. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  519. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  520. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  521. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  522. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  523. return 0;
  524. }
  525. }
  526. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  527. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  528. return 1;
  529. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  530. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  531. return 2;
  532. return 0;
  533. }
  534. /**
  535. * Check if the skill is ok to cast and when.
  536. * Done before check_condition_begin, requirement
  537. * @param skill_id: Skill ID that casted
  538. * @param sd: Player who casted
  539. * @return true: Skill cannot be used, false: otherwise
  540. * @author [MouseJstr]
  541. */
  542. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  543. {
  544. int16 idx,m;
  545. nullpo_retr(1,sd);
  546. m = sd->bl.m;
  547. idx = skill_get_index(skill_id);
  548. if (idx == 0)
  549. return true; // invalid skill id
  550. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  551. return false; // can do any damn thing they want
  552. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  553. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  554. if (map[m].flag.noskill)
  555. return true;
  556. // Epoque:
  557. // This code will compare the player's attack motion value which is influenced by ASPD before
  558. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  559. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  560. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  561. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  562. {// attempted to cast a skill before the attack motion has finished
  563. return true;
  564. }
  565. if (skill_blockpc_get(sd, skill_id) != -1){
  566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  567. return true;
  568. }
  569. /**
  570. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  571. * 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
  572. */
  573. if( sd->skillitem == skill_id )
  574. return false;
  575. // Check skill restrictions [Celest]
  576. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  577. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  578. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  579. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  580. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  581. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  582. return true;
  583. }
  584. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  585. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  586. switch (skill_id) {
  587. case AL_WARP:
  588. case RETURN_TO_ELDICASTES:
  589. case ALL_GUARDIAN_RECALL:
  590. case ECLAGE_RECALL:
  591. if(map[m].flag.nowarp) {
  592. clif_skill_teleportmessage(sd,0);
  593. return true;
  594. }
  595. return false;
  596. case AL_TELEPORT:
  597. case SC_FATALMENACE:
  598. case SC_DIMENSIONDOOR:
  599. case ALL_ODINS_RECALL:
  600. if(map[m].flag.noteleport) {
  601. clif_skill_teleportmessage(sd,0);
  602. return true;
  603. }
  604. return false; // gonna be checked in 'skill_castend_nodamage_id'
  605. case WE_CALLPARTNER:
  606. case WE_CALLPARENT:
  607. case WE_CALLBABY:
  608. if (map[m].flag.nomemo) {
  609. clif_skill_teleportmessage(sd,1);
  610. return true;
  611. }
  612. break;
  613. case MC_VENDING:
  614. case ALL_BUYING_STORE:
  615. if( map[sd->bl.m].flag.novending ) {
  616. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  617. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  618. return true;
  619. }
  620. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  621. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  622. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  623. return true;
  624. }
  625. if( npc_isnear(&sd->bl) ) {
  626. // uncomment to send msg_txt.
  627. //char output[150];
  628. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  629. //clif_displaymessage(sd->fd, output);
  630. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  631. return true;
  632. }
  633. case MC_IDENTIFY:
  634. return false; // always allowed
  635. case WZ_ICEWALL:
  636. // noicewall flag [Valaris]
  637. if (map[m].flag.noicewall) {
  638. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  639. return true;
  640. }
  641. break;
  642. case GC_DARKILLUSION:
  643. if( map_flag_gvg(m) ) {
  644. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  645. return true;
  646. }
  647. break;
  648. case GD_EMERGENCYCALL:
  649. case GD_ITEMEMERGENCYCALL:
  650. if (
  651. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  652. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  653. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  654. ) {
  655. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  656. return true;
  657. }
  658. break;
  659. case WM_SIRCLEOFNATURE:
  660. case WM_SOUND_OF_DESTRUCTION:
  661. case WM_LULLABY_DEEPSLEEP:
  662. case WM_SATURDAY_NIGHT_FEVER:
  663. if( !map_flag_vs(m) ) {
  664. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  665. return true;
  666. }
  667. break;
  668. }
  669. return false;
  670. }
  671. /**
  672. * Check if the homunculus skill is ok to be processed
  673. * After checking from Homunculus side, also check the master condition
  674. * @param skill_id: Skill ID that casted
  675. * @param hd: Homunculus who casted
  676. * @return true: Skill cannot be used, false: otherwise
  677. */
  678. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  679. {
  680. uint16 idx = skill_get_index(skill_id);
  681. nullpo_retr(1,hd);
  682. if (idx == 0)
  683. return true; // invalid skill id
  684. if (hd->blockskill[idx] > 0)
  685. return true;
  686. switch(skill_id) {
  687. case MH_LIGHT_OF_REGENE: //must be cordial
  688. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  689. if (hd->master)
  690. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  691. return true;
  692. }
  693. break;
  694. case MH_GOLDENE_FERSE: //cant be used with angriff
  695. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  696. break;
  697. case MH_ANGRIFFS_MODUS:
  698. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  699. break;
  700. case MH_TINDER_BREAKER: //must be in grappling mode
  701. if(!&hd->sc
  702. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  703. || !hd->homunculus.spiritball) return true;
  704. break;
  705. case MH_SONIC_CRAW: //must be in fighting mode
  706. if(!&hd->sc
  707. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  708. || !hd->homunculus.spiritball) return true;
  709. break;
  710. case MH_SILVERVEIN_RUSH:
  711. if(!&hd->sc
  712. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  713. || hd->homunculus.spiritball < 2) return true;
  714. break;
  715. case MH_MIDNIGHT_FRENZY:
  716. if(!&hd->sc
  717. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  718. || !hd->homunculus.spiritball) return true;
  719. break;
  720. case MH_CBC:
  721. if(!&hd->sc
  722. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  723. || hd->homunculus.spiritball < 2) return true;
  724. break;
  725. case MH_EQC:
  726. if(!&hd->sc
  727. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  728. || hd->homunculus.spiritball < 3) return true;
  729. break;
  730. }
  731. //Use master's criteria.
  732. return skill_isNotOk(skill_id, hd->master);
  733. }
  734. /**
  735. * Check if the mercenary skill is ok to be processed
  736. * After checking from Homunculus side, also check the master condition
  737. * @param skill_id: Skill ID that casted
  738. * @param md: Mercenary who casted
  739. * @return true: Skill cannot be used, false: otherwise
  740. */
  741. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  742. {
  743. uint16 idx = skill_get_index(skill_id);
  744. nullpo_retr(1, md);
  745. if (!idx)
  746. return true; // Invalid Skill ID
  747. if (md->blockskill[idx] > 0)
  748. return true;
  749. return skill_isNotOk(skill_id, md->master);
  750. }
  751. /**
  752. * Check if the skill can be casted near NPC or not
  753. * @param src Object who casted
  754. * @param skill_id Skill ID that casted
  755. * @param skill_lv Skill Lv
  756. * @param pos_x Position x of the target
  757. * @param pos_y Position y of the target
  758. * @return true: Skill cannot be used, false: otherwise
  759. * @author [Cydh]
  760. */
  761. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  762. int inf;
  763. if (!src || !skill_get_index(skill_id))
  764. return false;
  765. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  766. return false;
  767. inf = skill_get_inf(skill_id);
  768. //if self skill
  769. if (inf&INF_SELF_SKILL) {
  770. pos_x = src->x;
  771. pos_y = src->y;
  772. }
  773. if (pos_x <= 0) pos_x = src->x;
  774. if (pos_y <= 0) pos_y = src->y;
  775. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  776. }
  777. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  778. {
  779. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  780. uint8 dir;
  781. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  782. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  783. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  784. }
  785. nullpo_retr(NULL, src);
  786. //Monsters sometimes deploy more units on level 10
  787. if (src->type == BL_MOB && skill_lv >= 10) {
  788. if (skill_id == WZ_WATERBALL)
  789. pos = 4; //9x9 Area
  790. }
  791. if (pos != -1) // simple single-definition layout
  792. return &skill_unit_layout[pos];
  793. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  794. if (skill_id == MG_FIREWALL)
  795. return &skill_unit_layout [firewall_unit_pos + dir];
  796. else if (skill_id == WZ_ICEWALL)
  797. return &skill_unit_layout [icewall_unit_pos + dir];
  798. else if( skill_id == WL_EARTHSTRAIN )
  799. return &skill_unit_layout [earthstrain_unit_pos + dir];
  800. else if( skill_id == RL_FIRE_RAIN )
  801. return &skill_unit_layout[firerain_unit_pos + dir];
  802. else if( skill_id == GN_WALLOFTHORN )
  803. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  804. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  805. return &skill_unit_layout[0]; // default 1x1 layout
  806. }
  807. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  808. {
  809. if( skill_id == LG_OVERBRAND )
  810. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  811. else if( skill_id == LG_OVERBRAND_BRANDISH )
  812. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  813. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  814. return &skill_nounit_layout[0];
  815. }
  816. /*==========================================
  817. * Add effect to skill when hit succesfully target
  818. *------------------------------------------*/
  819. 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, unsigned int tick)
  820. {
  821. struct map_session_data *sd, *dstsd;
  822. struct mob_data *md, *dstmd;
  823. struct status_data *sstatus, *tstatus;
  824. struct status_change *sc, *tsc;
  825. enum sc_type status;
  826. int skill;
  827. int rate;
  828. int chorusbonus = 0;
  829. nullpo_ret(src);
  830. nullpo_ret(bl);
  831. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  832. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  833. return 0;
  834. sd = BL_CAST(BL_PC, src);
  835. md = BL_CAST(BL_MOB, src);
  836. dstsd = BL_CAST(BL_PC, bl);
  837. dstmd = BL_CAST(BL_MOB, bl);
  838. sc = status_get_sc(src);
  839. tsc = status_get_sc(bl);
  840. sstatus = status_get_status_data(src);
  841. tstatus = status_get_status_data(bl);
  842. if (!tsc) //skill additional effect is about adding effects to the target...
  843. //So if the target can't be inflicted with statuses, this is pointless.
  844. return 0;
  845. // Minstrel/Wanderer number check for chorus skills.
  846. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  847. if( sd && sd->status.party_id ) {
  848. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  849. if( chorusbonus > 7 )
  850. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  851. else if( chorusbonus > 2 )
  852. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  853. }
  854. if( sd )
  855. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  856. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  857. // Trigger status effects
  858. enum sc_type type;
  859. uint8 i;
  860. unsigned int time = 0;
  861. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  862. rate = sd->addeff[i].rate;
  863. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  864. rate += sd->addeff[i].arrow_rate;
  865. if( !rate )
  866. continue;
  867. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  868. // Trigger has attack type consideration.
  869. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  870. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  871. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) )
  872. ;
  873. else
  874. continue;
  875. }
  876. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  877. // Trigger has range consideration.
  878. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  879. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  880. continue; //Range Failed.
  881. }
  882. type = sd->addeff[i].sc;
  883. time = sd->addeff[i].duration;
  884. if (sd->addeff[i].flag&ATF_TARGET)
  885. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  886. if (sd->addeff[i].flag&ATF_SELF)
  887. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  888. }
  889. }
  890. if( skill_id ) {
  891. // Trigger status effects on skills
  892. enum sc_type type;
  893. uint8 i;
  894. unsigned int time = 0;
  895. for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) {
  896. if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate )
  897. continue;
  898. type = sd->addeff_onskill[i].sc;
  899. time = sd->addeff[i].duration;
  900. if( sd->addeff_onskill[i].target&ATF_TARGET )
  901. status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  902. if( sd->addeff_onskill[i].target&ATF_SELF )
  903. status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  904. }
  905. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  906. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  907. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  908. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  909. clif_emotion(bl,E_OMG);
  910. }
  911. }
  912. }
  913. if( dmg_lv < ATK_DEF ) // no damage, return;
  914. return 0;
  915. switch(skill_id) {
  916. case 0:
  917. { // Normal attacks (no skill used)
  918. if( attack_type&BF_SKILL )
  919. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  920. if(sd) {
  921. // Automatic trigger of Blitz Beat
  922. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  923. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  924. rate=(sd->status.job_level+9)/10;
  925. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  926. }
  927. // Automatic trigger of Warg Strike [Jobbie]
  928. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  929. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  930. // Gank
  931. if(dstmd && sd->status.weapon != W_BOW &&
  932. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  933. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  934. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  935. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  936. else
  937. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  938. }
  939. // Chance to trigger Taekwon kicks [Dralnu]
  940. if(sc && !sc->data[SC_COMBO]) {
  941. if(sc->data[SC_READYSTORM] &&
  942. sc_start4(src,src,SC_COMBO, 15, TK_STORMKICK,
  943. bl->id, 2, 0,
  944. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  945. ; //Stance triggered
  946. else if(sc->data[SC_READYDOWN] &&
  947. sc_start4(src,src,SC_COMBO, 15, TK_DOWNKICK,
  948. bl->id, 2, 0,
  949. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  950. ; //Stance triggered
  951. else if(sc->data[SC_READYTURN] &&
  952. sc_start4(src,src,SC_COMBO, 15, TK_TURNKICK,
  953. bl->id, 2, 0,
  954. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  955. ; //Stance triggered
  956. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  957. rate = 20;
  958. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  959. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  960. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  961. }
  962. sc_start4(src,src, SC_COMBO, rate, TK_COUNTER,
  963. bl->id, 2, 0,
  964. (2000 - 4*sstatus->agi - 2*sstatus->dex))
  965. ; //Stance triggered
  966. }
  967. }
  968. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  969. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  970. }
  971. if (sc) {
  972. struct status_change_entry *sce;
  973. // Enchant Poison gives a chance to poison attacked enemies
  974. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  975. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  976. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  977. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  978. if((sce=sc->data[SC_EDP]))
  979. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  980. skill_get_time2(ASC_EDP,sce->val1));
  981. }
  982. }
  983. break;
  984. case SM_BASH:
  985. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  986. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  987. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  988. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  989. }
  990. break;
  991. case MER_CRASH:
  992. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  993. break;
  994. case AS_VENOMKNIFE:
  995. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  996. skill_lv = pc_checkskill(sd, TF_POISON);
  997. case TF_POISON:
  998. case AS_SPLASHER:
  999. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1000. && sd && skill_id==TF_POISON
  1001. )
  1002. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1003. break;
  1004. case AS_SONICBLOW:
  1005. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1006. break;
  1007. case WZ_FIREPILLAR:
  1008. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1009. break;
  1010. case MG_FROSTDIVER:
  1011. 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)
  1012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1013. break;
  1014. case WZ_FROSTNOVA:
  1015. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1016. break;
  1017. case WZ_STORMGUST:
  1018. // Storm Gust counter was dropped in renewal
  1019. #ifdef RENEWAL
  1020. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1021. #else
  1022. //On third hit, there is a 150% to freeze the target
  1023. if(tsc->sg_counter >= 3 &&
  1024. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1025. tsc->sg_counter = 0;
  1026. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1027. else if( tsc->sg_counter > 250 )
  1028. tsc->sg_counter = 0;
  1029. #endif
  1030. break;
  1031. case WZ_METEOR:
  1032. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1033. break;
  1034. case WZ_VERMILION:
  1035. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1036. break;
  1037. case HT_FREEZINGTRAP:
  1038. case MA_FREEZINGTRAP:
  1039. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  1040. break;
  1041. case HT_FLASHER:
  1042. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  1043. break;
  1044. case HT_LANDMINE:
  1045. case MA_LANDMINE:
  1046. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  1047. break;
  1048. case HT_SHOCKWAVE:
  1049. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1050. break;
  1051. case HT_SANDMAN:
  1052. case MA_SANDMAN:
  1053. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1054. break;
  1055. case TF_SPRINKLESAND:
  1056. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1057. break;
  1058. case TF_THROWSTONE:
  1059. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1060. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1061. break;
  1062. case NPC_DARKCROSS:
  1063. case CR_HOLYCROSS:
  1064. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1065. break;
  1066. case CR_GRANDCROSS:
  1067. case NPC_GRANDDARKNESS:
  1068. //Chance to cause blind status vs demon and undead element, but not against players
  1069. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1070. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1071. attack_type |= BF_WEAPON;
  1072. break;
  1073. case AM_ACIDTERROR:
  1074. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1075. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1076. clif_emotion(bl,E_OMG);
  1077. break;
  1078. case AM_DEMONSTRATION:
  1079. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1080. break;
  1081. case CR_SHIELDCHARGE:
  1082. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1083. break;
  1084. case PA_PRESSURE:
  1085. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1086. //Fall through
  1087. case HW_GRAVITATION:
  1088. //Pressure and Gravitation can trigger physical autospells
  1089. attack_type |= BF_NORMAL;
  1090. attack_type |= BF_WEAPON;
  1091. break;
  1092. case RG_RAID:
  1093. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1094. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1095. #ifdef RENEWAL
  1096. sc_start(src,bl,SC_RAID,100,7,5000);
  1097. break;
  1098. case RG_BACKSTAP:
  1099. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1100. #endif
  1101. break;
  1102. case BA_FROSTJOKER:
  1103. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1104. break;
  1105. case DC_SCREAM:
  1106. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1107. break;
  1108. case BD_LULLABY:
  1109. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1110. break;
  1111. case DC_UGLYDANCE:
  1112. rate = 5+5*skill_lv;
  1113. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1114. rate += 5+skill;
  1115. status_zap(bl, 0, rate);
  1116. break;
  1117. case SL_STUN:
  1118. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1119. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1120. break;
  1121. case NPC_PETRIFYATTACK:
  1122. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1123. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1124. skill_get_time2(skill_id,skill_lv));
  1125. break;
  1126. case NPC_CURSEATTACK:
  1127. case NPC_SLEEPATTACK:
  1128. case NPC_BLINDATTACK:
  1129. case NPC_POISON:
  1130. case NPC_SILENCEATTACK:
  1131. case NPC_STUNATTACK:
  1132. case NPC_HELLPOWER:
  1133. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1134. break;
  1135. case NPC_ACIDBREATH:
  1136. case NPC_ICEBREATH:
  1137. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1138. break;
  1139. case NPC_BLEEDING:
  1140. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1141. break;
  1142. case NPC_MENTALBREAKER:
  1143. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1144. //equal to Matk*skLevel.
  1145. rate = sstatus->matk_min;
  1146. if (rate < sstatus->matk_max)
  1147. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1148. rate*=skill_lv;
  1149. status_zap(bl, 0, rate);
  1150. break;
  1151. }
  1152. // Equipment breaking monster skills [Celest]
  1153. case NPC_WEAPONBRAKER:
  1154. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1155. break;
  1156. case NPC_ARMORBRAKE:
  1157. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1158. break;
  1159. case NPC_HELMBRAKE:
  1160. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1161. break;
  1162. case NPC_SHIELDBRAKE:
  1163. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1164. break;
  1165. case CH_TIGERFIST:
  1166. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1167. break;
  1168. case LK_SPIRALPIERCE:
  1169. case ML_SPIRALPIERCE:
  1170. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1171. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1172. break;
  1173. case ST_REJECTSWORD:
  1174. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1175. break;
  1176. case PF_FOGWALL:
  1177. if (src != bl && !tsc->data[SC_DELUGE])
  1178. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1179. break;
  1180. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1181. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1182. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1183. break;
  1184. case LK_JOINTBEAT:
  1185. status = status_skill2sc(skill_id);
  1186. if (tsc->jb_flag) {
  1187. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1188. tsc->jb_flag = 0;
  1189. }
  1190. break;
  1191. case ASC_METEORASSAULT:
  1192. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1193. switch(rnd()%3) {
  1194. case 0:
  1195. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1196. break;
  1197. case 1:
  1198. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1199. break;
  1200. default:
  1201. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1202. }
  1203. break;
  1204. case HW_NAPALMVULCAN:
  1205. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1206. break;
  1207. case WS_CARTTERMINATION: // Cart termination
  1208. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1209. break;
  1210. case CR_ACIDDEMONSTRATION:
  1211. case GN_FIRE_EXPANSION_ACID:
  1212. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1213. break;
  1214. case TK_DOWNKICK:
  1215. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1216. break;
  1217. case TK_JUMPKICK:
  1218. // debuff the following statuses
  1219. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1220. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1221. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1222. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1223. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1224. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1225. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1226. }
  1227. break;
  1228. case TK_TURNKICK:
  1229. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1230. if(attack_type&BF_MISC) //70% base stun chance...
  1231. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1232. break;
  1233. case GS_BULLSEYE: //0.1% coma rate.
  1234. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1235. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1236. break;
  1237. case GS_PIERCINGSHOT:
  1238. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1239. break;
  1240. case NJ_HYOUSYOURAKU:
  1241. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1242. break;
  1243. case GS_FLING:
  1244. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1245. break;
  1246. case GS_DISARM:
  1247. rate = 3*skill_lv;
  1248. if (sstatus->dex > tstatus->dex)
  1249. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1250. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1251. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1252. break;
  1253. case NPC_EVILLAND:
  1254. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1255. break;
  1256. case NPC_HELLJUDGEMENT:
  1257. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1258. break;
  1259. case NPC_CRITICALWOUND:
  1260. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1261. break;
  1262. case RK_WINDCUTTER:
  1263. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1264. break;
  1265. case RK_DRAGONBREATH:
  1266. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1267. break;
  1268. case RK_DRAGONBREATH_WATER:
  1269. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1270. break;
  1271. case AB_ADORAMUS:
  1272. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1273. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1274. break;
  1275. case WL_CRIMSONROCK:
  1276. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1277. break;
  1278. case WL_COMET:
  1279. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1280. break;
  1281. case WL_EARTHSTRAIN:
  1282. {
  1283. uint16 i;
  1284. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1285. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1286. break;
  1287. for (i = 0; i < skill_lv; i++)
  1288. skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1289. }
  1290. break;
  1291. case WL_JACKFROST:
  1292. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1293. break;
  1294. case RA_WUGBITE: {
  1295. 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);
  1296. if (wug_rate < 50)
  1297. wug_rate = 50;
  1298. 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))) );
  1299. }
  1300. break;
  1301. case RA_SENSITIVEKEEN:
  1302. if( rnd()%100 < 8 * skill_lv )
  1303. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1304. break;
  1305. case RA_FIRINGTRAP:
  1306. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1307. break;
  1308. case RA_ICEBOUNDTRAP:
  1309. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1310. break;
  1311. case NC_PILEBUNKER:
  1312. if( rnd()%100 < 25 + 15*skill_lv ) {
  1313. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1314. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1315. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1316. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1317. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1318. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1319. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1320. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1321. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1322. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1323. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1324. }
  1325. break;
  1326. case NC_FLAMELAUNCHER:
  1327. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1328. break;
  1329. case NC_COLDSLOWER:
  1330. // Status chances are applied officially through a check
  1331. // The skill first trys to give the frozen status to targets that are hit
  1332. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1333. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1334. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1335. break;
  1336. case NC_POWERSWING:
  1337. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1338. if( rnd()%100 < 5*skill_lv )
  1339. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1340. break;
  1341. case GC_WEAPONCRUSH:
  1342. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1343. break;
  1344. case LG_SHIELDPRESS:
  1345. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1346. break;
  1347. case LG_PINPOINTATTACK:
  1348. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1349. switch( skill_lv ) {
  1350. case 1:
  1351. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1352. break;
  1353. case 2:
  1354. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1355. break;
  1356. case 3:
  1357. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1358. break;
  1359. case 4:
  1360. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1361. break;
  1362. case 5:
  1363. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1364. break;
  1365. }
  1366. break;
  1367. case LG_MOONSLASHER:
  1368. rate = 32 + 8 * skill_lv;
  1369. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1370. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1371. else if( dstmd )
  1372. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1373. break;
  1374. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1375. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1376. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1377. break;
  1378. case LG_EARTHDRIVE:
  1379. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1380. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1381. break;
  1382. case LG_HESPERUSLIT:
  1383. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1384. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1385. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1386. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1387. break;
  1388. case SR_DRAGONCOMBO:
  1389. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1390. break;
  1391. case SR_FALLENEMPIRE:
  1392. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1393. break;
  1394. case SR_WINDMILL:
  1395. if( dstsd )
  1396. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1397. else if( dstmd && !is_boss(bl) )
  1398. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1399. break;
  1400. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1401. 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));
  1402. break;
  1403. case SR_EARTHSHAKER:
  1404. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1405. break;
  1406. case SR_HOWLINGOFLION:
  1407. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1408. break;
  1409. case WM_SOUND_OF_DESTRUCTION:
  1410. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1411. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1412. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1413. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1414. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1415. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1416. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1417. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1418. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1419. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1420. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1421. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1422. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1423. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1424. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1425. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1426. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1427. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1428. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1429. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1430. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1431. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1432. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1433. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1434. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1435. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1436. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1437. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1438. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1439. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1440. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1441. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1442. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1443. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1444. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1445. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1446. }
  1447. break;
  1448. case SO_EARTHGRAVE:
  1449. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1450. break;
  1451. case SO_DIAMONDDUST:
  1452. rate = 5 + 5 * skill_lv;
  1453. if( sc && sc->data[SC_COOLER_OPTION] )
  1454. rate += (sd ? sd->status.job_level / 5 : 0);
  1455. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1456. break;
  1457. case SO_VARETYR_SPEAR:
  1458. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1459. break;
  1460. case GN_SLINGITEM_RANGEMELEEATK:
  1461. if( sd ) {
  1462. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1463. case ITEMID_COCONUT_BOMB:
  1464. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1465. 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);
  1466. break;
  1467. case ITEMID_MELON_BOMB:
  1468. 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);
  1469. break;
  1470. case ITEMID_BANANA_BOMB:
  1471. 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, 1000 * sd->status.job_level / 4);
  1472. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1473. break;
  1474. }
  1475. sd->itemid = -1;
  1476. }
  1477. break;
  1478. case GN_HELLS_PLANT_ATK:
  1479. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1480. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1481. break;
  1482. case EL_WIND_SLASH: // Non confirmed rate.
  1483. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1484. break;
  1485. case EL_STONE_HAMMER:
  1486. rate = 10 * skill_lv;
  1487. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1488. break;
  1489. case EL_ROCK_CRUSHER:
  1490. case EL_ROCK_CRUSHER_ATK:
  1491. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1492. break;
  1493. case EL_TYPOON_MIS:
  1494. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1495. break;
  1496. case KO_JYUMONJIKIRI:
  1497. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1498. break;
  1499. case KO_SETSUDAN:
  1500. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1501. break;
  1502. case KO_MAKIBISHI:
  1503. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1504. break;
  1505. case MH_LAVA_SLIDE:
  1506. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1507. break;
  1508. case MH_STAHL_HORN:
  1509. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1510. break;
  1511. case MH_NEEDLE_OF_PARALYZE:
  1512. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1513. break;
  1514. case MH_SILVERVEIN_RUSH:
  1515. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1516. break;
  1517. case MH_MIDNIGHT_FRENZY:
  1518. {
  1519. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1520. int spiritball = (hd?hd->homunculus.spiritball:1);
  1521. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1522. }
  1523. break;
  1524. case MH_XENO_SLASHER:
  1525. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1526. break;
  1527. case WL_HELLINFERNO:
  1528. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1529. break;
  1530. case NC_MAGMA_ERUPTION:
  1531. if (attack_type&BF_WEAPON) // Stun effect from 'slam'
  1532. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1533. if (attack_type&BF_MISC) // Burning effect from 'eruption'
  1534. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1535. break;
  1536. case GC_DARKCROW:
  1537. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1538. break;
  1539. case GN_ILLUSIONDOPING:
  1540. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1541. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1542. break;
  1543. case RL_MASS_SPIRAL:
  1544. sc_start2(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); //(custom)
  1545. break;
  1546. case RL_SLUGSHOT:
  1547. if (bl->type != BL_PC)
  1548. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1549. break;
  1550. case RL_BANISHING_BUSTER: {
  1551. uint16 i, n = skill_lv;
  1552. if (!tsc || !tsc->count)
  1553. break;
  1554. if (status_isimmune(bl))
  1555. break;
  1556. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1557. if (sd)
  1558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1559. break;
  1560. }
  1561. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1562. if (!tsc->data[i])
  1563. continue;
  1564. switch (i) {
  1565. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1566. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1567. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1568. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1569. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1570. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1571. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1572. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1573. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1574. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1575. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1576. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1577. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1578. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1579. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1580. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1581. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1582. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1583. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1584. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1585. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1586. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1587. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1588. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1589. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1590. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1591. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1592. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1593. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1594. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1595. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1596. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1597. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1598. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1599. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1600. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1601. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1602. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1603. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1604. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1605. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1606. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1607. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  1608. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1609. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1610. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1611. #ifdef RENEWAL
  1612. case SC_EXTREMITYFIST2:
  1613. #endif
  1614. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1615. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1616. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1617. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1618. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1619. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1620. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1621. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1622. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1623. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1624. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1625. continue;
  1626. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1627. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1628. case SC_FORTUNE: case SC_SERVICE4U:
  1629. if(tsc->data[i]->val4==0)
  1630. continue; //if in song-area don't end it
  1631. break;
  1632. case SC_ASSUMPTIO:
  1633. if( bl->type == BL_MOB )
  1634. continue;
  1635. break;
  1636. }
  1637. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1638. tsc->data[i]->val2 = 0;
  1639. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1640. n--;
  1641. }
  1642. //Remove bonus_script by Banishing Buster
  1643. if (dstsd)
  1644. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1645. }
  1646. break;
  1647. case RL_S_STORM:
  1648. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1649. {
  1650. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1651. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1652. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1653. BCT_ENEMY);
  1654. }
  1655. break;
  1656. case RL_AM_BLAST:
  1657. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1658. break;
  1659. case RL_HAMMER_OF_GOD:
  1660. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1661. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1662. break;
  1663. } //end switch skill_id
  1664. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1665. { //Pass heritage to Master for status causing effects. [Skotlex]
  1666. sd = map_id2sd(md->master_id);
  1667. src = sd?&sd->bl:src;
  1668. }
  1669. // Coma
  1670. if (sd && sd->special_state.bonus_coma && (!md || !mob_is_gvg(md) || !mob_is_battleground(md))) {
  1671. rate = 0;
  1672. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1673. if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  1674. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1675. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1676. }
  1677. if (attack_type&BF_WEAPON) {
  1678. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1679. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1680. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1681. }
  1682. if (rate > 0)
  1683. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1684. }
  1685. if( attack_type&BF_WEAPON )
  1686. { // Breaking Equipment
  1687. if( sd && battle_config.equip_self_break_rate )
  1688. { // Self weapon breaking
  1689. rate = battle_config.equip_natural_break_rate;
  1690. if( sc )
  1691. {
  1692. if(sc->data[SC_GIANTGROWTH])
  1693. rate += 10;
  1694. if(sc->data[SC_OVERTHRUST])
  1695. rate += 10;
  1696. if(sc->data[SC_MAXOVERTHRUST])
  1697. rate += 10;
  1698. }
  1699. if( rate )
  1700. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1701. }
  1702. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1703. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1704. // Target weapon breaking
  1705. rate = 0;
  1706. if( sd )
  1707. rate += sd->bonus.break_weapon_rate;
  1708. if( sc && sc->data[SC_MELTDOWN] )
  1709. rate += sc->data[SC_MELTDOWN]->val2;
  1710. if( rate )
  1711. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1712. // Target armor breaking
  1713. rate = 0;
  1714. if( sd )
  1715. rate += sd->bonus.break_armor_rate;
  1716. if( sc && sc->data[SC_MELTDOWN] )
  1717. rate += sc->data[SC_MELTDOWN]->val3;
  1718. if( rate )
  1719. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1720. }
  1721. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1722. if (sd->def_set_race[tstatus->race].rate)
  1723. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1724. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1725. if (sd->def_set_race[tstatus->race].rate)
  1726. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1727. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1728. if (sd->norecover_state_race[tstatus->race].rate)
  1729. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1730. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1731. }
  1732. }
  1733. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1734. struct unit_data *ud = unit_bl2ud(src);
  1735. if( sc->data[SC_WILD_STORM_OPTION] )
  1736. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1737. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1738. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1739. else if( sc->data[SC_TROPIC_OPTION] )
  1740. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1741. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1742. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1743. else
  1744. skill = 0;
  1745. if ( rnd()%100 < 25 && skill ){
  1746. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1747. if (ud) {
  1748. rate = skill_delayfix(src, skill, skill_lv);
  1749. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1750. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1751. if ( battle_config.display_status_timers )
  1752. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1753. }
  1754. }
  1755. }
  1756. }
  1757. // Autospell when attacking
  1758. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1759. {
  1760. struct block_list *tbl;
  1761. struct unit_data *ud;
  1762. int i, autospl_skill_lv, type;
  1763. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1764. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1765. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1766. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1767. continue; // one or more trigger conditions were not fulfilled
  1768. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1769. sd->state.autocast = 1;
  1770. if ( skill_isNotOk(skill, sd) ) {
  1771. sd->state.autocast = 0;
  1772. continue;
  1773. }
  1774. sd->state.autocast = 0;
  1775. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1776. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1777. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1778. if (rnd()%1000 >= rate)
  1779. continue;
  1780. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1781. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1782. int maxcount = 0;
  1783. if( !(BL_PC&battle_config.skill_reiteration) &&
  1784. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1785. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1786. )
  1787. continue;
  1788. if( BL_PC&battle_config.skill_nofootset &&
  1789. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1790. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1791. )
  1792. continue;
  1793. if( BL_PC&battle_config.land_skill_limit &&
  1794. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1795. ) {
  1796. int v;
  1797. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1798. if(sd->ud.skillunit[v]->skill_id == skill)
  1799. maxcount--;
  1800. }
  1801. if( maxcount == 0 )
  1802. continue;
  1803. }
  1804. }
  1805. if( battle_config.autospell_check_range &&
  1806. !battle_check_range(src, tbl, skill_get_range2(src, skill,autospl_skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1807. continue;
  1808. if (skill == AS_SONICBLOW)
  1809. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1810. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1811. type = CAST_GROUND;
  1812. sd->state.autocast = 1;
  1813. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1814. skill_toggle_magicpower(src, skill);
  1815. switch (type) {
  1816. case CAST_GROUND:
  1817. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1818. break;
  1819. case CAST_NODAMAGE:
  1820. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1821. break;
  1822. case CAST_DAMAGE:
  1823. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1824. break;
  1825. }
  1826. sd->state.autocast = 0;
  1827. //Set canact delay. [Skotlex]
  1828. ud = unit_bl2ud(src);
  1829. if (ud) {
  1830. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1831. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1832. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1833. if ( battle_config.display_status_timers && sd )
  1834. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1835. }
  1836. }
  1837. }
  1838. }
  1839. //Autobonus when attacking
  1840. if( sd && sd->autobonus[0].rate )
  1841. {
  1842. int i;
  1843. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1844. {
  1845. if( rnd()%1000 >= sd->autobonus[i].rate )
  1846. continue;
  1847. if( sd->autobonus[i].active != INVALID_TIMER )
  1848. continue;
  1849. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1850. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1851. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1852. continue; // one or more trigger conditions were not fulfilled
  1853. pc_exeautobonus(sd,&sd->autobonus[i]);
  1854. }
  1855. }
  1856. //Polymorph
  1857. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1858. dstmd && !(tstatus->mode&MD_BOSS) &&
  1859. (rnd()%10000 < sd->bonus.classchange))
  1860. {
  1861. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0);
  1862. if (class_ != 0 && mobdb_checkid(class_))
  1863. mob_class_change(dstmd,class_);
  1864. }
  1865. return 0;
  1866. }
  1867. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1868. uint8 i;
  1869. struct block_list *tbl;
  1870. if( sd == NULL || !skill_id )
  1871. return 0;
  1872. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1873. int skill, skill_lv, type;
  1874. if( sd->autospell3[i].flag != skill_id )
  1875. continue;
  1876. if( sd->autospell3[i].lock )
  1877. continue; // autospell already being executed
  1878. skill = sd->autospell3[i].id;
  1879. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1880. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  1881. sd->state.autocast = 0;
  1882. continue;
  1883. }
  1884. sd->state.autocast = 0;
  1885. if( skill >= 0 && bl == NULL )
  1886. continue; // No target
  1887. if( rnd()%1000 >= sd->autospell3[i].rate )
  1888. continue;
  1889. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1890. if( skill < 0 ) {
  1891. tbl = &sd->bl;
  1892. skill *= -1;
  1893. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1894. }
  1895. else
  1896. tbl = bl;
  1897. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1898. int maxcount = 0;
  1899. if( !(BL_PC&battle_config.skill_reiteration) &&
  1900. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1901. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1902. continue;
  1903. if( BL_PC&battle_config.skill_nofootset &&
  1904. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1905. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1906. continue;
  1907. if( BL_PC&battle_config.land_skill_limit &&
  1908. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1909. {
  1910. int v;
  1911. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1912. if(sd->ud.skillunit[v]->skill_id == skill)
  1913. maxcount--;
  1914. }
  1915. if( maxcount == 0 )
  1916. continue;
  1917. }
  1918. }
  1919. if( battle_config.autospell_check_range &&
  1920. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1921. continue;
  1922. sd->state.autocast = 1;
  1923. sd->autospell3[i].lock = true;
  1924. skill_consume_requirement(sd,skill,skill_lv,1);
  1925. switch( type ) {
  1926. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1927. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1928. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1929. }
  1930. sd->autospell3[i].lock = false;
  1931. sd->state.autocast = 0;
  1932. }
  1933. if( sd && sd->autobonus3[0].rate ) {
  1934. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1935. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1936. continue;
  1937. if( sd->autobonus3[i].active != INVALID_TIMER )
  1938. continue;
  1939. if( sd->autobonus3[i].atk_type != skill_id )
  1940. continue;
  1941. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1942. }
  1943. }
  1944. return 1;
  1945. }
  1946. /* Splitted off from skill_additional_effect, which is never called when the
  1947. * attack skill kills the enemy. Place in this function counter status effects
  1948. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1949. * from cards) that will take effect on the source, not the target. [Skotlex]
  1950. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1951. * type of skills, so not every instance of skill_additional_effect needs a call
  1952. * to this one.
  1953. */
  1954. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1955. {
  1956. int rate;
  1957. struct map_session_data *sd=NULL;
  1958. struct map_session_data *dstsd=NULL;
  1959. nullpo_ret(src);
  1960. nullpo_ret(bl);
  1961. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1962. sd = BL_CAST(BL_PC, src);
  1963. dstsd = BL_CAST(BL_PC, bl);
  1964. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  1965. enum sc_type type;
  1966. uint8 i;
  1967. unsigned int time = 0;
  1968. for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) {
  1969. rate = dstsd->addeff_atked[i].rate;
  1970. if (attack_type&BF_LONG)
  1971. rate += dstsd->addeff_atked[i].arrow_rate;
  1972. if (!rate)
  1973. continue;
  1974. if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  1975. if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1976. (dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1977. continue; //Range Failed.
  1978. }
  1979. type = dstsd->addeff_atked[i].sc;
  1980. time = dstsd->addeff_atked[i].duration;
  1981. if (dstsd->addeff_atked[i].flag&ATF_TARGET)
  1982. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  1983. if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl))
  1984. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  1985. }
  1986. }
  1987. switch(skill_id) {
  1988. case MO_EXTREMITYFIST:
  1989. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1990. break;
  1991. case GS_FULLBUSTER:
  1992. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1993. break;
  1994. case HFLI_SBR44: //[orn]
  1995. case HVAN_EXPLOSION:
  1996. if(src->type == BL_HOM){
  1997. TBL_HOM *hd = (TBL_HOM*)src;
  1998. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  1999. if (hd->master)
  2000. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2001. }
  2002. break;
  2003. case CR_GRANDCROSS:
  2004. case NPC_GRANDDARKNESS:
  2005. attack_type |= BF_WEAPON;
  2006. break;
  2007. case LG_HESPERUSLIT:
  2008. {
  2009. struct status_change *sc = status_get_sc(src);
  2010. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2011. char i;
  2012. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2013. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2014. }
  2015. }
  2016. break;
  2017. }
  2018. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2019. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  2020. 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);
  2021. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2022. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2023. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2024. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2025. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2026. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2027. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2028. }
  2029. if( sd && status_isdead(bl) ) {
  2030. int sp = 0, hp = 0;
  2031. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2032. sp += sd->bonus.sp_gain_value;
  2033. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2034. hp += sd->bonus.hp_gain_value;
  2035. }
  2036. if( attack_type&BF_MAGIC ) {
  2037. sp += sd->bonus.magic_sp_gain_value;
  2038. hp += sd->bonus.magic_hp_gain_value;
  2039. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2040. struct status_change *sc = NULL;
  2041. if( ( sc = status_get_sc(src) ) ) {
  2042. if(sc->data[SC_SPIRIT] &&
  2043. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2044. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2045. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2046. }
  2047. }
  2048. }
  2049. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2050. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2051. }
  2052. }
  2053. // Trigger counter-spells to retaliate against damage causing skills.
  2054. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  2055. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  2056. {
  2057. struct block_list *tbl;
  2058. struct unit_data *ud;
  2059. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2060. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  2061. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  2062. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  2063. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  2064. continue; // one or more trigger conditions were not fulfilled
  2065. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  2066. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  2067. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2068. autospl_rate = dstsd->autospell2[i].rate;
  2069. //Physical range attacks only trigger autospells half of the time
  2070. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2071. autospl_rate>>=1;
  2072. dstsd->state.autocast = 1;
  2073. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2074. dstsd->state.autocast = 0;
  2075. continue;
  2076. }
  2077. dstsd->state.autocast = 0;
  2078. if (rnd()%1000 >= autospl_rate)
  2079. continue;
  2080. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  2081. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  2082. int maxcount = 0;
  2083. if( !(BL_PC&battle_config.skill_reiteration) &&
  2084. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2085. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2086. )
  2087. continue;
  2088. if( BL_PC&battle_config.skill_nofootset &&
  2089. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2090. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2091. )
  2092. continue;
  2093. if( BL_PC&battle_config.land_skill_limit &&
  2094. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2095. ) {
  2096. int v;
  2097. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2098. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2099. maxcount--;
  2100. }
  2101. if( maxcount == 0 ) {
  2102. continue;
  2103. }
  2104. }
  2105. }
  2106. if( !battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id,autospl_skill_lv) + (autospl_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  2107. continue;
  2108. dstsd->state.autocast = 1;
  2109. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2110. switch (type) {
  2111. case CAST_GROUND:
  2112. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2113. break;
  2114. case CAST_NODAMAGE:
  2115. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2116. break;
  2117. case CAST_DAMAGE:
  2118. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2119. break;
  2120. }
  2121. dstsd->state.autocast = 0;
  2122. //Set canact delay. [Skotlex]
  2123. ud = unit_bl2ud(bl);
  2124. if (ud) {
  2125. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2126. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2127. ud->canact_tick = max(tick + autospl_rate, ud->canact_tick);
  2128. if ( battle_config.display_status_timers && dstsd )
  2129. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2130. }
  2131. }
  2132. }
  2133. }
  2134. //Autobonus when attacked
  2135. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2136. int i;
  2137. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2138. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2139. continue;
  2140. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2141. continue;
  2142. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2143. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2144. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2145. continue; // one or more trigger conditions were not fulfilled
  2146. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2147. }
  2148. }
  2149. return 0;
  2150. }
  2151. /*=========================================================================
  2152. Breaks equipment. On-non players causes the corresponding strip effect.
  2153. - rate goes from 0 to 10000 (100.00%)
  2154. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2155. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2156. --------------------------------------------------------------------------*/
  2157. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2158. {
  2159. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2160. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2161. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2162. struct status_change *sc = status_get_sc(bl);
  2163. int i;
  2164. TBL_PC *sd;
  2165. sd = BL_CAST(BL_PC, bl);
  2166. if (sc && !sc->count)
  2167. sc = NULL;
  2168. if (sd) {
  2169. if (sd->bonus.unbreakable_equip)
  2170. where &= ~sd->bonus.unbreakable_equip;
  2171. if (sd->bonus.unbreakable)
  2172. rate -= rate*sd->bonus.unbreakable/100;
  2173. if (where&EQP_WEAPON) {
  2174. switch (sd->status.weapon) {
  2175. case W_FIST: //Bare fists should not break :P
  2176. case W_1HAXE:
  2177. case W_2HAXE:
  2178. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2179. case W_2HMACE:
  2180. case W_STAFF:
  2181. case W_2HSTAFF:
  2182. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2183. case W_HUUMA:
  2184. where &= ~EQP_WEAPON;
  2185. }
  2186. }
  2187. }
  2188. if (flag&BCT_ENEMY) {
  2189. if (battle_config.equip_skill_break_rate != 100)
  2190. rate = rate*battle_config.equip_skill_break_rate/100;
  2191. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2192. if (battle_config.equip_self_break_rate != 100)
  2193. rate = rate*battle_config.equip_self_break_rate/100;
  2194. }
  2195. for (i = 0; i < 4; i++) {
  2196. if (where&where_list[i]) {
  2197. if (sc && sc->count && sc->data[scdef[i]])
  2198. where&=~where_list[i];
  2199. else if (rnd()%10000 >= rate)
  2200. where&=~where_list[i];
  2201. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2202. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2203. }
  2204. }
  2205. if (!where) //Nothing to break.
  2206. return 0;
  2207. if (sd) {
  2208. for (i = 0; i < EQI_MAX; i++) {
  2209. short j = sd->equip_index[i];
  2210. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2211. continue;
  2212. switch(i) {
  2213. case EQI_HEAD_TOP: //Upper Head
  2214. flag = (where&EQP_HELM);
  2215. break;
  2216. case EQI_ARMOR: //Body
  2217. flag = (where&EQP_ARMOR);
  2218. break;
  2219. case EQI_HAND_R: //Left/Right hands
  2220. case EQI_HAND_L:
  2221. flag = (
  2222. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2223. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2224. break;
  2225. case EQI_SHOES:
  2226. flag = (where&EQP_SHOES);
  2227. break;
  2228. case EQI_GARMENT:
  2229. flag = (where&EQP_GARMENT);
  2230. break;
  2231. default:
  2232. continue;
  2233. }
  2234. if (flag) {
  2235. sd->status.inventory[j].attribute = 1;
  2236. pc_unequipitem(sd, j, 3);
  2237. }
  2238. }
  2239. clif_equiplist(sd);
  2240. }
  2241. return where; //Return list of pieces broken.
  2242. }
  2243. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2244. {
  2245. struct status_change *sc;
  2246. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2247. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2248. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2249. int i;
  2250. if (rnd()%100 >= rate)
  2251. return 0;
  2252. sc = status_get_sc(bl);
  2253. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2254. return 0;
  2255. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2256. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2257. where&=~pos[i];
  2258. }
  2259. if (!where) return 0;
  2260. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2261. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2262. where&=~pos[i];
  2263. }
  2264. return where?1:0;
  2265. }
  2266. /** Stores temporary values.
  2267. * Common usages:
  2268. * [0] holds number of targets in area
  2269. * [1] holds the id of the original target
  2270. * [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)
  2271. */
  2272. static int skill_area_temp[8];
  2273. static int64 skill_area_temp_i64[1];
  2274. /**
  2275. Used to knock back players, monsters, traps, etc
  2276. * @param src Object that give knock back
  2277. * @param target Object that receive knock back
  2278. * @param count Number of knock back cell requested
  2279. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2280. * @param flag
  2281. 0x01 - position update packets must not be sent;
  2282. 0x02 - ignores players' special_state.no_knockback;
  2283. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2284. 0x04 - at WOE/BG map;
  2285. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2286. 0x10 - if target has 'special_state.no_knockback';
  2287. 0x20 - if target is in Basilica area;
  2288. * @return Number of knocked back cells done
  2289. */
  2290. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2291. {
  2292. int dx = 0, dy = 0;
  2293. uint8 reason = 0, checkflag = 0;
  2294. nullpo_ret(src);
  2295. nullpo_ret(target);
  2296. if (!count)
  2297. return count; // Actual knockback distance is 0.
  2298. // Create flag needed in unit_blown_immune
  2299. if(src != target)
  2300. checkflag |= 0x1; // Offensive
  2301. if(!(flag&0x2))
  2302. checkflag |= 0x2; // Knockback type
  2303. if(is_boss(src))
  2304. checkflag |= 0x4; // Boss attack
  2305. // Get reason and check for flags
  2306. reason = unit_blown_immune(target, checkflag);
  2307. switch(reason) {
  2308. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2309. case 2: return count; // Emperium can't be knocked back
  2310. case 3: return ((flag&0x08) ? count : 0); // Bosses or immune can't be knocked back
  2311. case 4: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2312. case 5: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2313. case 6: return count; // Trap cannot be knocked back
  2314. }
  2315. if (dir == -1) // <optimized>: do the computation here instead of outside
  2316. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2317. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2318. dx = -dirx[dir];
  2319. dy = -diry[dir];
  2320. }
  2321. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2322. }
  2323. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2324. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2325. // In case of success returns type of reflection, otherwise 0
  2326. // 1 - Regular reflection (Maya)
  2327. // 2 - SL_KAITE reflection
  2328. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2329. {
  2330. struct status_change *sc = status_get_sc(bl);
  2331. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2332. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2333. return 0;
  2334. // item-based reflection
  2335. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2336. return 1;
  2337. if( is_boss(src) )
  2338. return 0;
  2339. // status-based reflection
  2340. if( !sc || sc->count == 0 )
  2341. return 0;
  2342. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2343. return 1;
  2344. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2345. {// Kaite only works against non-players if they are low-level.
  2346. clif_specialeffect(bl, 438, AREA);
  2347. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2348. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2349. return 2;
  2350. }
  2351. return 0;
  2352. }
  2353. /**
  2354. * Checks whether a skill can be used in combos or not
  2355. * @param skill_id: Target skill
  2356. * @return true: Skill is a combo, false: otherwise
  2357. * @author Panikon
  2358. */
  2359. bool skill_is_combo(uint16 skill_id) {
  2360. switch(skill_id) {
  2361. case MO_CHAINCOMBO:
  2362. case MO_COMBOFINISH:
  2363. case CH_TIGERFIST:
  2364. case CH_CHAINCRUSH:
  2365. case MO_EXTREMITYFIST:
  2366. case TK_TURNKICK:
  2367. case TK_STORMKICK:
  2368. case TK_DOWNKICK:
  2369. case TK_COUNTER:
  2370. case TK_JUMPKICK:
  2371. case HT_POWER:
  2372. case GC_COUNTERSLASH:
  2373. case GC_WEAPONCRUSH:
  2374. case SR_FALLENEMPIRE:
  2375. case SR_DRAGONCOMBO:
  2376. case SR_TIGERCANNON:
  2377. case SR_GATEOFHELL:
  2378. return true;
  2379. }
  2380. return false;
  2381. }
  2382. /*
  2383. * Combo handler, start stop combo status
  2384. */
  2385. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2386. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2387. switch (skill_id) {
  2388. case MH_MIDNIGHT_FRENZY:
  2389. case MH_EQC:
  2390. {
  2391. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2392. short idx = hom_skill_get_index(skill_id2);
  2393. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2394. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2395. if (idx == -1)
  2396. break;
  2397. sd = hd->master;
  2398. hd->homunculus.hskill[idx].flag= flag;
  2399. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2400. }
  2401. break;
  2402. case MO_COMBOFINISH:
  2403. case CH_TIGERFIST:
  2404. case CH_CHAINCRUSH:
  2405. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2406. break;
  2407. case TK_JUMPKICK:
  2408. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2409. break;
  2410. case MO_TRIPLEATTACK:
  2411. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2412. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2413. break;
  2414. case SR_FALLENEMPIRE:
  2415. if (sd){
  2416. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2417. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2418. }
  2419. break;
  2420. }
  2421. }
  2422. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2423. unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2424. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2425. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2426. struct status_change_entry *sce;
  2427. TBL_PC *sd = BL_CAST(BL_PC,src);
  2428. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2429. struct status_change *sc = status_get_sc(src);
  2430. if(sc == NULL) return;
  2431. //End previous combo state after skill is invoked
  2432. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2433. switch (skill_id) {
  2434. case TK_TURNKICK:
  2435. case TK_STORMKICK:
  2436. case TK_DOWNKICK:
  2437. case TK_COUNTER:
  2438. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2439. sce->val1 = skill_id; //Update combo-skill
  2440. sce->val3 = skill_id;
  2441. if( sce->timer != INVALID_TIMER )
  2442. delete_timer(sce->timer, status_change_timer);
  2443. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2444. break;
  2445. }
  2446. unit_cancel_combo(src); // Cancel combo wait
  2447. break;
  2448. default:
  2449. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2450. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2451. }
  2452. }
  2453. //start new combo
  2454. if(sd){ //player only
  2455. switch(skill_id) {
  2456. case MO_TRIPLEATTACK:
  2457. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2458. duration = 1;
  2459. break;
  2460. case MO_CHAINCOMBO:
  2461. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2462. duration = 1;
  2463. break;
  2464. case MO_COMBOFINISH:
  2465. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2466. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2467. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2468. duration = 1;
  2469. case CH_TIGERFIST:
  2470. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2471. duration = 1;
  2472. case CH_CHAINCRUSH:
  2473. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2474. duration = 1;
  2475. break;
  2476. case AC_DOUBLE:
  2477. if( pc_checkskill(sd, HT_POWER)) {
  2478. duration = 2000;
  2479. nodelay = 1; //Neither gives walk nor attack delay
  2480. target_id = 0; //Does not need to be used on previous target
  2481. }
  2482. break;
  2483. case SR_DRAGONCOMBO:
  2484. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2485. duration = 1;
  2486. break;
  2487. case SR_FALLENEMPIRE:
  2488. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2489. duration = 1;
  2490. break;
  2491. }
  2492. }
  2493. else { //other
  2494. switch(skill_id) {
  2495. case MH_TINDER_BREAKER:
  2496. case MH_CBC:
  2497. case MH_SONIC_CRAW:
  2498. case MH_SILVERVEIN_RUSH:
  2499. if(hd->homunculus.spiritball > 0) duration = 2000;
  2500. nodelay = 1;
  2501. break;
  2502. case MH_EQC:
  2503. case MH_MIDNIGHT_FRENZY:
  2504. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2505. nodelay = 1;
  2506. break;
  2507. }
  2508. }
  2509. if (duration) { //Possible to chain
  2510. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2511. duration = umax(status_get_amotion(src),duration); //Never less than aMotion
  2512. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2513. clif_combo_delay(src, duration);
  2514. }
  2515. }
  2516. /**
  2517. * Copy skill by Plagiarism or Reproduce
  2518. * @param src: The caster
  2519. * @param bl: The target
  2520. * @param skill_id: Skill that casted
  2521. * @param skill_lv: Skill level of the casted skill
  2522. */
  2523. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2524. {
  2525. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2526. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2527. return;
  2528. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2529. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2530. return;
  2531. else {
  2532. uint16 idx;
  2533. unsigned char lv;
  2534. skill_id = skill_dummy2skill_id(skill_id);
  2535. //Use skill index, avoiding out-of-bound array [Cydh]
  2536. if (!(idx = skill_get_index(skill_id)))
  2537. return;
  2538. switch (skill_isCopyable(tsd,idx)) {
  2539. case 1: //Copied by Plagiarism
  2540. {
  2541. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2542. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2543. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2544. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2545. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2546. }
  2547. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2548. tsd->cloneskill_idx = idx;
  2549. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2550. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2551. }
  2552. break;
  2553. case 2: //Copied by Reproduce
  2554. {
  2555. struct status_change *tsc = status_get_sc(bl);
  2556. //Already did SC check
  2557. //Skill level copied depends on Reproduce skill that used
  2558. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2559. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2560. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2561. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2562. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2563. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2564. }
  2565. //Level dependent and limitation.
  2566. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2567. lv = min(lv,skill_get_max(skill_id));
  2568. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2569. lv = min(lv,skill_lv);
  2570. tsd->reproduceskill_idx = idx;
  2571. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2572. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2573. }
  2574. break;
  2575. default: return;
  2576. }
  2577. tsd->status.skill[idx].id = skill_id;
  2578. tsd->status.skill[idx].lv = lv;
  2579. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2580. clif_addskill(tsd,skill_id);
  2581. }
  2582. }
  2583. /**
  2584. * Knockback the target on skill_attack
  2585. * @param src is the master behind the attack
  2586. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2587. * @param target is the target to be attacked.
  2588. * @param blewcount
  2589. * @param skill_id
  2590. * @param skill_lv
  2591. * @param damage
  2592. * @param tick
  2593. * @param flag can hold a bunch of information:
  2594. */
  2595. 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, unsigned int tick, int flag) {
  2596. int8 dir = -1; // Default direction
  2597. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2598. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2599. if (!blewcount || target == dsrc || status_isdead(target))
  2600. return;
  2601. // Skill specific direction
  2602. switch (skill_id) {
  2603. case MG_FIREWALL:
  2604. case GN_WALLOFTHORN:
  2605. case EL_FIRE_MANTLE:
  2606. dir = unit_getdir(target); // Backwards
  2607. break;
  2608. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2609. case WZ_STORMGUST:
  2610. if(!battle_config.stormgust_knockback)
  2611. dir = rnd()%8;
  2612. break;
  2613. case WL_CRIMSONROCK:
  2614. dir = map_calc_dir(target,skill_area_temp[4],skill_area_temp[5]);
  2615. break;
  2616. case MC_CARTREVOLUTION:
  2617. if (battle_config.cart_revo_knockback)
  2618. dir = 6; // Official servers push target to the West
  2619. break;
  2620. case AC_SHOWER:
  2621. if (!battle_config.arrow_shower_knockback)
  2622. dir = map_calc_dir(target, src->x, src->y);
  2623. break;
  2624. }
  2625. // Blown-specific handling
  2626. switch( skill_id ) {
  2627. case LG_OVERBRAND_BRANDISH:
  2628. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2629. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2630. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2631. break;
  2632. case SR_KNUCKLEARROW:
  2633. {
  2634. short x = target->x, y = target->y;
  2635. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2636. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2637. // (bugreport:9096)
  2638. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2639. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2640. dir_ka = -1;
  2641. // Move attacker to the target position after knocked back
  2642. if ((target->x != x || target->y != y) && skill_check_unit_movepos(5,src,target->x,target->y,1,1))
  2643. clif_blown(src);
  2644. }
  2645. break;
  2646. case RL_R_TRIP:
  2647. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2648. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2649. break;
  2650. case RL_SLUGSHOT:
  2651. skill_blown(dsrc,target,blewcount,dir, 0);
  2652. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2653. break;
  2654. default:
  2655. skill_blown(dsrc,target,blewcount,dir, 0);
  2656. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2657. TBL_SKILL *su = (TBL_SKILL*)target;
  2658. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2659. skill_blown(src, target, 3, -1, 0);
  2660. }
  2661. break;
  2662. }
  2663. clif_fixpos(target);
  2664. }
  2665. /*
  2666. * =========================================================================
  2667. * Does a skill attack with the given properties.
  2668. * @param src is the master behind the attack (player/mob/pet)
  2669. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2670. * @param bl is the target to be attacked.
  2671. * @param flag can hold a bunch of information:
  2672. * flag&1
  2673. * flag&2 - Disable re-triggered by double casting
  2674. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2675. * flag&8 - Force assume the target is not as is_infinite_defense() on in battle_calc_attack() first.
  2676. * Once it's done, store the damage to skill_area_temp_i64[0] then re-calcuate for real against 'plant'.
  2677. *
  2678. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2679. * (usually holds number of targets, or just 1 for simple splash attacks)
  2680. *
  2681. * flag&0xF000 - Values from enum e_skill_display
  2682. * flag&0x3F0000 - Values from enum e_battle_check_target
  2683. *
  2684. * flag&0x1000000 - Return 0 if damage was reflected
  2685. *-------------------------------------------------------------------------*/
  2686. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2687. {
  2688. struct Damage dmg;
  2689. struct status_data *sstatus, *tstatus;
  2690. struct status_change *sc, *tsc;
  2691. struct map_session_data *sd, *tsd;
  2692. int64 damage;
  2693. int8 rmdamage = 0;//magic reflected
  2694. int type;
  2695. bool shadow_flag = false;
  2696. bool additional_effects = true;
  2697. if(skill_id > 0 && !skill_lv)
  2698. return 0;
  2699. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2700. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2701. nullpo_ret(bl); //Target to be attacked.
  2702. if (src != dsrc) {
  2703. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2704. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2705. return 0;
  2706. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2707. //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]
  2708. if (!status_check_skilluse(src, bl, skill_id, 2))
  2709. return 0;
  2710. }
  2711. sd = BL_CAST(BL_PC, src);
  2712. tsd = BL_CAST(BL_PC, bl);
  2713. sstatus = status_get_status_data(src);
  2714. tstatus = status_get_status_data(bl);
  2715. sc= status_get_sc(src);
  2716. tsc= status_get_sc(bl);
  2717. if (tsc && !tsc->count)
  2718. tsc = NULL; //Don't need it.
  2719. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2720. if (tsc && tsc->data[SC_TRICKDEAD])
  2721. return 0;
  2722. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2723. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2724. return 0;
  2725. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2726. //If the damage source is a unit, the damage is not delayed
  2727. if (src != dsrc)
  2728. dmg.amotion = 0;
  2729. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2730. // Adjusted to the new system [Skotlex]
  2731. if( src->type == BL_PET ) { // [Valaris]
  2732. struct pet_data *pd = (TBL_PET*)src;
  2733. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2734. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2735. int element = skill_get_ele(skill_id, skill_lv);
  2736. /*if (skill_id == -1) Does it ever worked?
  2737. element = sstatus->rhw.ele;*/
  2738. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2739. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2740. else
  2741. dmg.damage = pd->a_skill->damage; // Fixed damage
  2742. }
  2743. else
  2744. dmg.damage = 1*pd->a_skill->div_;
  2745. dmg.damage2 = 0;
  2746. dmg.div_= pd->a_skill->div_;
  2747. }
  2748. }
  2749. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2750. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2751. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2752. { //Magic reflection, switch caster/target
  2753. struct block_list *tbl = bl;
  2754. rmdamage = 1;
  2755. bl = src;
  2756. src = tbl;
  2757. dsrc = tbl;
  2758. sd = BL_CAST(BL_PC, src);
  2759. tsd = BL_CAST(BL_PC, bl);
  2760. tsc = status_get_sc(bl);
  2761. if (tsc && !tsc->count)
  2762. tsc = NULL; //Don't need it.
  2763. /* bugreport:2564 flag&2 disables double casting trigger */
  2764. flag |= 2;
  2765. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2766. flag |= 4;
  2767. //Spirit of Wizard blocks Kaite's reflection
  2768. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2769. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2770. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2771. if (type >= 0) {
  2772. if ( tsd )
  2773. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2774. dmg.damage = dmg.damage2 = 0;
  2775. dmg.dmg_lv = ATK_MISS;
  2776. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2777. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2778. }
  2779. } else if( type != 2 ) /* Kaite bypasses */
  2780. additional_effects = false;
  2781. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2782. #if MAGIC_REFLECTION_TYPE
  2783. #ifdef RENEWAL
  2784. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2785. #else
  2786. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2787. // regardless of caster's equipment (Aegis 11.1)
  2788. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2789. #endif
  2790. short s_ele = skill_get_ele(skill_id, skill_lv);
  2791. if (s_ele == -1) // the skill takes the weapon's element
  2792. s_ele = sstatus->rhw.ele;
  2793. else if (s_ele == -2) //Use status element
  2794. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2795. else if( s_ele == -3 ) //Use random element
  2796. s_ele = rnd()%ELE_ALL;
  2797. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2798. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2799. struct status_data *status = status_get_status_data(bl);
  2800. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2801. per /=20; //Uses 20% SP intervals.
  2802. //SP Cost: 1% + 0.5% per every 20% SP
  2803. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2804. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2805. //Reduction: 6% + 6% every 20%
  2806. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2807. }
  2808. }
  2809. #endif
  2810. }
  2811. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2812. int sp = skill_get_sp(skill_id,skill_lv);
  2813. dmg.damage = dmg.damage2 = 0;
  2814. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2815. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2816. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2817. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2818. status_heal(bl, 0, sp, 2);
  2819. }
  2820. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2821. dmg.damage = dmg.damage2 = 0;
  2822. dmg.dmg_lv = ATK_MISS;
  2823. }
  2824. }
  2825. damage = dmg.damage + dmg.damage2;
  2826. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2827. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2828. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2829. damage = 1;
  2830. if (flag&8) {
  2831. skill_area_temp_i64[0] = damage;
  2832. if (is_infinite_defense(bl, dmg.flag)) {
  2833. dmg = battle_calc_attack_plant(dmg, src, bl, skill_id, skill_lv);
  2834. damage = dmg.damage + dmg.damage2;
  2835. }
  2836. }
  2837. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2838. struct block_list *nbl;
  2839. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2840. if( nbl ){ // Only one target is chosen.
  2841. damage = damage / 2; // Deflect half of the damage to a target nearby
  2842. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2843. }
  2844. }
  2845. //Skill hit type
  2846. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2847. switch( skill_id ) {
  2848. case SC_TRIANGLESHOT:
  2849. if( rnd()%100 > (1 + skill_lv) )
  2850. dmg.blewcount = 0;
  2851. break;
  2852. default:
  2853. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2854. dmg.blewcount = 0; //only pushback when it hit for other
  2855. break;
  2856. }
  2857. switch( skill_id ) {
  2858. case CR_GRANDCROSS:
  2859. case NPC_GRANDDARKNESS:
  2860. if( battle_config.gx_disptype)
  2861. dsrc = src;
  2862. if( src == bl)
  2863. type = 4;
  2864. else
  2865. flag|= SD_ANIMATION;
  2866. break;
  2867. case NJ_TATAMIGAESHI: //For correct knockback.
  2868. dsrc = src;
  2869. flag|= SD_ANIMATION;
  2870. break;
  2871. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2872. int level;
  2873. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2874. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2875. }
  2876. break;
  2877. case SL_STIN:
  2878. case SL_STUN:
  2879. if (skill_lv >= 7) {
  2880. struct status_change *sc_cur = status_get_sc(src);
  2881. if (sc_cur && !sc_cur->data[SC_SMA])
  2882. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2883. }
  2884. break;
  2885. case GS_FULLBUSTER:
  2886. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2887. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2888. break;
  2889. }
  2890. //combo handling
  2891. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2892. //Display damage.
  2893. switch( skill_id ) {
  2894. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2895. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2896. break;
  2897. //Skills that need be passed as a normal attack for the client to display correctly.
  2898. case HVAN_EXPLOSION:
  2899. case NPC_SELFDESTRUCTION:
  2900. if(src->type == BL_PC)
  2901. dmg.blewcount = 10;
  2902. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2903. // fall through
  2904. case KN_AUTOCOUNTER:
  2905. case NPC_CRITICALSLASH:
  2906. case TF_DOUBLE:
  2907. case GS_CHAINACTION:
  2908. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2);
  2909. break;
  2910. case AS_SPLASHER:
  2911. if( flag&SD_ANIMATION ) // the surrounding targets
  2912. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2913. else // the central target doesn't display an animation
  2914. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2915. break;
  2916. case GN_SPORE_EXPLOSION:
  2917. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5);
  2918. break;
  2919. case WL_HELLINFERNO:
  2920. case SR_EARTHSHAKER:
  2921. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2922. break;
  2923. case WL_SOULEXPANSION:
  2924. case WL_COMET:
  2925. case KO_MUCHANAGE:
  2926. case NJ_HUUMA:
  2927. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2928. break;
  2929. case WL_CHAINLIGHTNING_ATK:
  2930. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,6);
  2931. break;
  2932. case LG_OVERBRAND:
  2933. case LG_OVERBRAND_BRANDISH:
  2934. dmg.amotion = status_get_amotion(src) * 2;
  2935. case LG_OVERBRAND_PLUSATK:
  2936. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2937. break;
  2938. case EL_FIRE_BOMB:
  2939. case EL_FIRE_BOMB_ATK:
  2940. case EL_FIRE_WAVE:
  2941. case EL_FIRE_WAVE_ATK:
  2942. case EL_FIRE_MANTLE:
  2943. case EL_CIRCLE_OF_FIRE:
  2944. case EL_FIRE_ARROW:
  2945. case EL_ICE_NEEDLE:
  2946. case EL_WATER_SCREW:
  2947. case EL_WATER_SCREW_ATK:
  2948. case EL_WIND_SLASH:
  2949. case EL_TIDAL_WEAPON:
  2950. case EL_ROCK_CRUSHER:
  2951. case EL_ROCK_CRUSHER_ATK:
  2952. case EL_HURRICANE:
  2953. case EL_HURRICANE_ATK:
  2954. case KO_BAKURETSU:
  2955. case GN_CRAZYWEED_ATK:
  2956. case NC_MAGMA_ERUPTION:
  2957. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2958. break;
  2959. case GN_FIRE_EXPANSION_ACID:
  2960. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  2961. break;
  2962. case GN_SLINGITEM_RANGEMELEEATK:
  2963. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2964. break;
  2965. case EL_STONE_RAIN:
  2966. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2967. break;
  2968. case WM_SEVERE_RAINSTORM_MELEE:
  2969. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,5);
  2970. break;
  2971. case WM_REVERBERATION_MELEE:
  2972. case WM_REVERBERATION_MAGIC:
  2973. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2974. break;
  2975. case HT_CLAYMORETRAP:
  2976. case HT_BLASTMINE:
  2977. case HT_FLASHER:
  2978. case HT_FREEZINGTRAP:
  2979. case RA_CLUSTERBOMB:
  2980. case RA_FIRINGTRAP:
  2981. case RA_ICEBOUNDTRAP:
  2982. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
  2983. if( dsrc != src ) // avoid damage display redundancy
  2984. break;
  2985. //Fall through
  2986. case HT_LANDMINE:
  2987. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2988. break;
  2989. case WZ_SIGHTBLASTER:
  2990. //Sightblaster should never call clif_skill_damage twice
  2991. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
  2992. break;
  2993. case RL_R_TRIP_PLUSATK:
  2994. case RL_BANISHING_BUSTER:
  2995. case RL_S_STORM:
  2996. case RL_SLUGSHOT:
  2997. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2998. break;
  2999. case AB_DUPLELIGHT_MELEE:
  3000. case AB_DUPLELIGHT_MAGIC:
  3001. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3002. default:
  3003. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3004. type = 5;
  3005. if( bl->type == BL_SKILL ){
  3006. TBL_SKILL *su = (TBL_SKILL*)bl;
  3007. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  3008. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  3009. }
  3010. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  3011. break;
  3012. }
  3013. map_freeblock_lock();
  3014. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
  3015. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3016. skill_do_copy(src,bl,skill_id,skill_lv);
  3017. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3018. { //Skills with can't walk delay also stop normal attacking for that
  3019. //duration when the attack connects. [Skotlex]
  3020. struct unit_data *ud = unit_bl2ud(src);
  3021. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3022. ud->attackabletime = tick + type;
  3023. }
  3024. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3025. // Instant damage
  3026. if( !dmg.amotion ) {
  3027. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION || skill_id == NPC_EVILLAND) && !shadow_flag )
  3028. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3029. if( !status_isdead(bl) && additional_effects )
  3030. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3031. if( damage > 0 ) //Counter status effects [Skotlex]
  3032. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3033. }
  3034. // Blow!
  3035. if (!(flag&4))
  3036. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3037. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3038. if( dmg.amotion ) {
  3039. if( shadow_flag ) {
  3040. if( !status_isdead(bl) && additional_effects )
  3041. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3042. if( dmg.flag > ATK_BLOCK )
  3043. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3044. } else
  3045. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  3046. }
  3047. if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
  3048. if (tsc->data[SC_DEVOTION]) {
  3049. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3050. struct block_list *d_bl = map_id2bl(sce->val1);
  3051. if (d_bl && (
  3052. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3053. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3054. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3055. {
  3056. if (!rmdamage) {
  3057. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  3058. status_fix_damage(NULL, d_bl, damage, 0);
  3059. } else {
  3060. bool isDevotRdamage = false;
  3061. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3062. isDevotRdamage = true;
  3063. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3064. // This check is only for magical skill.
  3065. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3066. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  3067. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0);
  3068. }
  3069. } else {
  3070. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3071. if (!dmg.amotion)
  3072. status_fix_damage(src, bl, damage, dmg.dmotion);
  3073. }
  3074. }
  3075. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3076. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3077. struct block_list *e_bl = map_id2bl(sce->val1);
  3078. if (e_bl) {
  3079. if (!rmdamage) {
  3080. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3081. status_fix_damage(NULL, e_bl, damage, 0);
  3082. } else {
  3083. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3084. status_fix_damage(bl, bl, damage, 0);
  3085. }
  3086. }
  3087. }
  3088. }
  3089. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  3090. if( skill_id == RG_INTIMIDATE ) {
  3091. int rate = 50 + skill_lv * 5;
  3092. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3093. if(rnd()%100 < rate)
  3094. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3095. } else if( skill_id == SC_FATALMENACE )
  3096. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  3097. }
  3098. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3099. dmg.flag |= BF_WEAPON;
  3100. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3101. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3102. {
  3103. if (battle_config.left_cardfix_to_right)
  3104. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_, is_infinite_defense(bl,dmg.flag));
  3105. else
  3106. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_, is_infinite_defense(bl,dmg.flag));
  3107. }
  3108. if( damage > 0 ) { // Post-damage effects
  3109. switch( skill_id ) {
  3110. case GC_VENOMPRESSURE: {
  3111. struct status_change *ssc = status_get_sc(src);
  3112. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3113. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3114. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3115. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3116. }
  3117. }
  3118. break;
  3119. case WM_METALICSOUND:
  3120. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3121. break;
  3122. case SR_TIGERCANNON:
  3123. status_zap(bl, 0, damage * 10 / 100);
  3124. break;
  3125. }
  3126. if( sd )
  3127. skill_onskillusage(sd, bl, skill_id, tick);
  3128. }
  3129. if (!(flag&2) &&
  3130. (
  3131. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3132. ) &&
  3133. (tsc = status_get_sc(src)) &&
  3134. tsc->data[SC_DOUBLECAST] &&
  3135. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3136. {
  3137. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3138. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3139. }
  3140. map_freeblock_unlock();
  3141. if ((flag&0x1000000) && rmdamage == 1)
  3142. return 0; //Should return 0 when damage was reflected
  3143. return damage;
  3144. }
  3145. /*==========================================
  3146. * Sub function for recursive skill call.
  3147. * Checking bl battle flag and display damage
  3148. * then call func with source,target,skill_id,skill_lv,tick,flag
  3149. *------------------------------------------*/
  3150. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3151. int skill_area_sub(struct block_list *bl, va_list ap)
  3152. {
  3153. struct block_list *src;
  3154. uint16 skill_id,skill_lv;
  3155. int flag;
  3156. unsigned int tick;
  3157. SkillFunc func;
  3158. nullpo_ret(bl);
  3159. src = va_arg(ap,struct block_list *);
  3160. skill_id = va_arg(ap,int);
  3161. skill_lv = va_arg(ap,int);
  3162. tick = va_arg(ap,unsigned int);
  3163. flag = va_arg(ap,int);
  3164. func = va_arg(ap,SkillFunc);
  3165. if (flag&BCT_WOS && src == bl)
  3166. return 0;
  3167. if(battle_check_target(src,bl,flag) > 0) {
  3168. // several splash skills need this initial dummy packet to display correctly
  3169. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3170. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3171. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3172. skill_area_temp[2]++;
  3173. return func(src,bl,skill_id,skill_lv,tick,flag);
  3174. }
  3175. return 0;
  3176. }
  3177. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3178. {
  3179. struct skill_unit *unit;
  3180. uint16 skill_id,g_skill_id;
  3181. unit = (struct skill_unit *)bl;
  3182. if(bl->prev == NULL || bl->type != BL_SKILL)
  3183. return 0;
  3184. if(!unit->alive)
  3185. return 0;
  3186. skill_id = va_arg(ap,int);
  3187. g_skill_id = unit->group->skill_id;
  3188. switch (skill_id) {
  3189. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3190. if(g_skill_id == SA_LANDPROTECTOR)
  3191. break;
  3192. //Fall through
  3193. case MH_STEINWAND:
  3194. case MG_SAFETYWALL:
  3195. case SC_MAELSTROM:
  3196. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3197. return 0;
  3198. break;
  3199. case AL_WARP:
  3200. case HT_SKIDTRAP:
  3201. case MA_SKIDTRAP:
  3202. case HT_LANDMINE:
  3203. case MA_LANDMINE:
  3204. case HT_ANKLESNARE:
  3205. case HT_SHOCKWAVE:
  3206. case HT_SANDMAN:
  3207. case MA_SANDMAN:
  3208. case HT_FLASHER:
  3209. case HT_FREEZINGTRAP:
  3210. case MA_FREEZINGTRAP:
  3211. case HT_BLASTMINE:
  3212. case HT_CLAYMORETRAP:
  3213. case HT_TALKIEBOX:
  3214. case HP_BASILICA:
  3215. case RA_ELECTRICSHOCKER:
  3216. case RA_CLUSTERBOMB:
  3217. case RA_MAGENTATRAP:
  3218. case RA_COBALTTRAP:
  3219. case RA_MAIZETRAP:
  3220. case RA_VERDURETRAP:
  3221. case RA_FIRINGTRAP:
  3222. case RA_ICEBOUNDTRAP:
  3223. case SC_DIMENSIONDOOR:
  3224. case SC_BLOODYLUST:
  3225. case WM_REVERBERATION:
  3226. case GN_THORNS_TRAP:
  3227. case GN_HELLS_PLANT:
  3228. case RL_B_TRAP:
  3229. case SC_ESCAPE:
  3230. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3231. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3232. return 0;
  3233. break;
  3234. default: //Avoid stacking with same kind of trap. [Skotlex]
  3235. if (g_skill_id != skill_id)
  3236. return 0;
  3237. break;
  3238. }
  3239. return 1;
  3240. }
  3241. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3242. {
  3243. //Non players do not check for the skill's splash-trigger area.
  3244. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3245. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3246. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3247. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3248. return 0;
  3249. }
  3250. range += layout_type;
  3251. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3252. }
  3253. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3254. {
  3255. uint16 skill_id;
  3256. if(bl->prev == NULL)
  3257. return 0;
  3258. skill_id = va_arg(ap,int);
  3259. if( status_isdead(bl) && skill_id != AL_WARP )
  3260. return 0;
  3261. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3262. return 0;
  3263. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3264. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3265. return 1;
  3266. }
  3267. /**
  3268. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3269. * @param bl Object that casted skill
  3270. * @param x Position x of the target
  3271. * @param y Position y of the target
  3272. * @param skill_id The casted skill
  3273. * @param skill_lv The skill Lv
  3274. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3275. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3276. */
  3277. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3278. {
  3279. int range = 0, type;
  3280. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3281. if (isNearNPC)
  3282. range = skill_get_splash(skill_id,skill_lv);
  3283. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3284. if (!isNearNPC || !range) {
  3285. switch (skill_id) { // to be expanded later
  3286. case WZ_ICEWALL:
  3287. range = 2;
  3288. break;
  3289. case SC_MANHOLE:
  3290. case GN_HELLS_PLANT:
  3291. range = 0;
  3292. break;
  3293. default: {
  3294. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3295. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3296. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3297. return 0;
  3298. }
  3299. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3300. }
  3301. break;
  3302. }
  3303. }
  3304. //Check the additional range [Cydh]
  3305. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3306. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3307. if (!isNearNPC) { //Doesn't check the NPC range
  3308. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3309. if (bl->type == BL_PC)
  3310. type = BL_CHAR;
  3311. else
  3312. type = BL_PC;
  3313. } else
  3314. type = BL_NPC;
  3315. return (!isNearNPC) ?
  3316. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3317. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3318. //isNearNPC is used to check range from NPC
  3319. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3320. }
  3321. /*==========================================
  3322. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3323. * Flag:
  3324. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3325. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3326. *------------------------------------------*/
  3327. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3328. {
  3329. struct status_data *status;
  3330. struct map_session_data *sd = NULL;
  3331. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3332. uint16 idx;
  3333. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3334. nullpo_ret(bl);
  3335. switch( bl->type )
  3336. {
  3337. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3338. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3339. }
  3340. status = status_get_status_data(bl);
  3341. if( (idx = skill_get_index(skill)) == 0 )
  3342. return 0;
  3343. lv = cap_value(lv, 1, MAX_SKILL_LEVEL);
  3344. // Requirements
  3345. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3346. {
  3347. itemid[i] = skill_db[idx]->require.itemid[i];
  3348. amount[i] = skill_db[idx]->require.amount[i];
  3349. }
  3350. hp = skill_db[idx]->require.hp[lv-1];
  3351. sp = skill_db[idx]->require.sp[lv-1];
  3352. hp_rate = skill_db[idx]->require.hp_rate[lv-1];
  3353. sp_rate = skill_db[idx]->require.sp_rate[lv-1];
  3354. state = skill_db[idx]->require.state;
  3355. if( (mhp = skill_db[idx]->require.mhp[lv-1]) > 0 )
  3356. hp += (status->max_hp * mhp) / 100;
  3357. if( hp_rate > 0 )
  3358. hp += (status->hp * hp_rate) / 100;
  3359. else
  3360. hp += (status->max_hp * (-hp_rate)) / 100;
  3361. if( sp_rate > 0 )
  3362. sp += (status->sp * sp_rate) / 100;
  3363. else
  3364. sp += (status->max_sp * (-sp_rate)) / 100;
  3365. if( bl->type == BL_HOM )
  3366. { // Intimacy Requeriments
  3367. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3368. switch( skill )
  3369. {
  3370. case HFLI_SBR44:
  3371. if( hd->homunculus.intimacy <= 200 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  3372. return 0;
  3373. break;
  3374. case HVAN_EXPLOSION:
  3375. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3376. return 0;
  3377. break;
  3378. }
  3379. }
  3380. if( !(type&2) )
  3381. {
  3382. if( hp > 0 && status->hp <= (unsigned int)hp )
  3383. {
  3384. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3385. return 0;
  3386. }
  3387. if( sp > 0 && status->sp <= (unsigned int)sp )
  3388. {
  3389. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3390. return 0;
  3391. }
  3392. }
  3393. if( !type )
  3394. switch( state )
  3395. {
  3396. case ST_MOVE_ENABLE:
  3397. if( !unit_can_move(bl) )
  3398. {
  3399. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3400. return 0;
  3401. }
  3402. break;
  3403. }
  3404. if( !(type&1) )
  3405. return 1;
  3406. // Check item existences
  3407. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3408. {
  3409. index[i] = -1;
  3410. if( itemid[i] < 1 ) continue; // No item
  3411. index[i] = pc_search_inventory(sd, itemid[i]);
  3412. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3413. {
  3414. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3415. return 0;
  3416. }
  3417. }
  3418. // Consume items
  3419. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3420. {
  3421. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3422. }
  3423. if( type&2 )
  3424. return 1;
  3425. if( sp || hp )
  3426. status_zap(bl, hp, sp);
  3427. return 1;
  3428. }
  3429. /*==========================================
  3430. *
  3431. *------------------------------------------*/
  3432. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3433. {
  3434. switch (skill_id) {
  3435. case RL_QD_SHOT:
  3436. {
  3437. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3438. struct unit_data *ud = unit_bl2ud(src);
  3439. if (ud && ud->target == target->id)
  3440. return 1;
  3441. }
  3442. }
  3443. case RL_D_TAIL:
  3444. case RL_HAMMER_OF_GOD:
  3445. if (src->type != BL_PC)
  3446. return 0;
  3447. {
  3448. struct status_change *tsc = status_get_sc(target);
  3449. // Only counts marked target with SC_C_MARKER by caster
  3450. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3451. return 0;
  3452. }
  3453. break;
  3454. }
  3455. return 1;
  3456. }
  3457. /*==========================================
  3458. *
  3459. *------------------------------------------*/
  3460. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3461. {
  3462. struct block_list *src = map_id2bl(id),*target;
  3463. struct unit_data *ud = unit_bl2ud(src);
  3464. struct skill_timerskill *skl;
  3465. struct skill_unit *unit = NULL;
  3466. int range;
  3467. nullpo_ret(src);
  3468. nullpo_ret(ud);
  3469. skl = ud->skilltimerskill[data];
  3470. nullpo_ret(skl);
  3471. ud->skilltimerskill[data] = NULL;
  3472. do {
  3473. if(src->prev == NULL)
  3474. break; // Source not on Map
  3475. if(skl->target_id) {
  3476. target = map_id2bl(skl->target_id);
  3477. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3478. target = src; //Required since it has to warp.
  3479. if (skl->skill_id == SR_SKYNETBLOW) {
  3480. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SKILL);
  3481. skill_area_temp[1] = 0;
  3482. map_foreachinrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),splash_target(src),src,
  3483. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3484. break;
  3485. }
  3486. if(target == NULL)
  3487. break; // Target offline?
  3488. if(target->prev == NULL)
  3489. break; // Target not on Map
  3490. if(src->m != target->m)
  3491. break; // Different Maps
  3492. if(status_isdead(src)) {
  3493. switch(skl->skill_id) {
  3494. case WL_CHAINLIGHTNING_ATK:
  3495. case WL_TETRAVORTEX_FIRE:
  3496. case WL_TETRAVORTEX_WATER:
  3497. case WL_TETRAVORTEX_WIND:
  3498. case WL_TETRAVORTEX_GROUND:
  3499. // For SR_FLASHCOMBO
  3500. case SR_DRAGONCOMBO:
  3501. case SR_FALLENEMPIRE:
  3502. case SR_TIGERCANNON:
  3503. case SR_SKYNETBLOW:
  3504. break; // Exceptions
  3505. default:
  3506. continue; // Caster is Dead
  3507. }
  3508. }
  3509. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3510. break;
  3511. switch(skl->skill_id) {
  3512. case KN_AUTOCOUNTER:
  3513. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3514. break;
  3515. case RG_INTIMIDATE:
  3516. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3517. short x,y;
  3518. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3519. if (target != src && !status_isdead(target))
  3520. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3521. }
  3522. break;
  3523. case BA_FROSTJOKER:
  3524. case DC_SCREAM:
  3525. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3526. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3527. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3528. break;
  3529. case PR_LEXDIVINA:
  3530. case PR_STRECOVERY:
  3531. case BS_HAMMERFALL:
  3532. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3533. break;
  3534. case NPC_EARTHQUAKE:
  3535. if( skl->type > 1 )
  3536. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3537. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3538. skill_area_temp[1] = src->id;
  3539. skill_area_temp[2] = 0;
  3540. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3541. break;
  3542. case WZ_WATERBALL:
  3543. {
  3544. //Get the next waterball cell to consume
  3545. struct s_skill_unit_layout *layout;
  3546. int i;
  3547. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3548. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3549. int ux = skl->x + layout->dx[i];
  3550. int uy = skl->y + layout->dy[i];
  3551. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3552. if (unit)
  3553. break;
  3554. }
  3555. } // Fall through
  3556. case WZ_JUPITEL:
  3557. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3558. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3559. // Apply canact delay here to prevent hacks (unlimited casting)
  3560. ud->canact_tick = max(tick + status_get_amotion(src), ud->canact_tick);
  3561. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3562. }
  3563. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3564. if(skl->type > 0)
  3565. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3566. skill_delunit(unit); // Consume unit for next waterball
  3567. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3568. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3569. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3570. } else {
  3571. struct status_change *sc = status_get_sc(src);
  3572. if(sc) {
  3573. if(sc->data[SC_SPIRIT] &&
  3574. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3575. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3576. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3577. }
  3578. }
  3579. break;
  3580. case WL_CHAINLIGHTNING_ATK: {
  3581. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3582. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3583. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3584. { // Remaining Chains Hit
  3585. struct block_list *nbl = NULL; // Next Target of Chain
  3586. 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.
  3587. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3588. if( nbl == NULL )
  3589. skl->x++;
  3590. else
  3591. skl->x = 0;
  3592. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3593. }
  3594. }
  3595. break;
  3596. case WL_TETRAVORTEX_FIRE:
  3597. case WL_TETRAVORTEX_WATER:
  3598. case WL_TETRAVORTEX_WIND:
  3599. case WL_TETRAVORTEX_GROUND:
  3600. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3601. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3602. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3603. if (skl->type >= 3) { // Final Hit
  3604. if (!status_isdead(target)) { // Final Status Effect
  3605. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3606. applyeffects[4] = { 0, 0, 0, 0 },
  3607. i, j = 0, k = 0;
  3608. for(i = 1; i <= 8; i = i + i) {
  3609. if (skl->x&i) {
  3610. applyeffects[j] = effects[k];
  3611. j++;
  3612. }
  3613. k++;
  3614. }
  3615. if (j) {
  3616. i = applyeffects[rnd()%j];
  3617. status_change_start(src, target, i, 10000, skl->skill_lv,
  3618. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3619. (i == SC_BURNING ? src->id : 0), 0,
  3620. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3621. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3622. }
  3623. }
  3624. }
  3625. break;
  3626. case WM_REVERBERATION_MELEE:
  3627. case WM_REVERBERATION_MAGIC:
  3628. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3629. break;
  3630. case SC_FATALMENACE:
  3631. if( src == target ) // Casters Part
  3632. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3633. else { // Target's Part
  3634. short x = skl->x, y = skl->y;
  3635. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3636. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3637. }
  3638. break;
  3639. case LG_MOONSLASHER:
  3640. case SR_WINDMILL:
  3641. if( target->type == BL_PC ) {
  3642. struct map_session_data *tsd = NULL;
  3643. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3644. pc_setsit(tsd);
  3645. skill_sit(tsd, 1);
  3646. clif_sitting(&tsd->bl);
  3647. }
  3648. }
  3649. break;
  3650. case SR_KNUCKLEARROW:
  3651. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3652. break;
  3653. case GN_SPORE_EXPLOSION:
  3654. clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL);
  3655. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3656. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3657. break;
  3658. case CH_PALMSTRIKE:
  3659. {
  3660. struct status_change* tsc = status_get_sc(target);
  3661. struct status_change* sc = status_get_sc(src);
  3662. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3663. ( sc && sc->option&OPTION_HIDE ) ){
  3664. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3665. break;
  3666. }
  3667. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3668. break;
  3669. }
  3670. // For SR_FLASHCOMBO
  3671. case SR_DRAGONCOMBO:
  3672. case SR_FALLENEMPIRE:
  3673. case SR_TIGERCANNON:
  3674. case SR_SKYNETBLOW:
  3675. if( src->type == BL_PC ) {
  3676. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3677. break;
  3678. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3679. }
  3680. break;
  3681. case RL_SLUGSHOT:
  3682. if (target->type == BL_PC)
  3683. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3684. break;
  3685. default:
  3686. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3687. break;
  3688. }
  3689. }
  3690. else {
  3691. if(src->m != skl->map)
  3692. break;
  3693. switch( skl->skill_id )
  3694. {
  3695. case WZ_METEOR:
  3696. if( skl->type >= 0 )
  3697. {
  3698. int x = skl->type>>16, y = skl->type&0xFFFF;
  3699. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3700. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3701. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
  3702. && !map_getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
  3703. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3704. }
  3705. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3706. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3707. break;
  3708. case GN_CRAZYWEED_ATK:
  3709. {
  3710. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3711. 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);
  3712. }
  3713. case WL_EARTHSTRAIN:
  3714. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3715. break;
  3716. case LG_OVERBRAND_BRANDISH: {
  3717. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3718. int x = src->x, y = src->y;
  3719. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3720. for( i = 0; i < layout->count; i++ )
  3721. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3722. }
  3723. break;
  3724. case RL_FIRE_RAIN: {
  3725. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3726. 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);
  3727. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3728. }
  3729. break;
  3730. case RL_FALLEN_ANGEL:
  3731. {
  3732. struct map_session_data *sd = (src->type == BL_PC) ? map_id2sd(src->id): NULL;
  3733. if (sd) {
  3734. if (!skill_check_condition_castend(sd,GS_DESPERADO,skl->skill_lv))
  3735. break;
  3736. sd->state.autocast = 1;
  3737. }
  3738. skill_castend_pos2(src,skl->x,skl->y,GS_DESPERADO,skl->skill_lv,tick,skl->flag);
  3739. if (sd) {
  3740. battle_consume_ammo(sd,GS_DESPERADO,skl->skill_lv);
  3741. sd->state.autocast = 0;
  3742. }
  3743. }
  3744. break;
  3745. case NC_MAGMA_ERUPTION:
  3746. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3747. break;
  3748. }
  3749. }
  3750. } while (0);
  3751. //Free skl now that it is no longer needed.
  3752. ers_free(skill_timer_ers, skl);
  3753. return 0;
  3754. }
  3755. /*==========================================
  3756. *
  3757. *------------------------------------------*/
  3758. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3759. {
  3760. int i;
  3761. struct unit_data *ud;
  3762. nullpo_retr(1, src);
  3763. if (src->prev == NULL)
  3764. return 0;
  3765. ud = unit_bl2ud(src);
  3766. nullpo_retr(1, ud);
  3767. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3768. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3769. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3770. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3771. ud->skilltimerskill[i]->src_id = src->id;
  3772. ud->skilltimerskill[i]->target_id = target;
  3773. ud->skilltimerskill[i]->skill_id = skill_id;
  3774. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3775. ud->skilltimerskill[i]->map = src->m;
  3776. ud->skilltimerskill[i]->x = x;
  3777. ud->skilltimerskill[i]->y = y;
  3778. ud->skilltimerskill[i]->type = type;
  3779. ud->skilltimerskill[i]->flag = flag;
  3780. return 0;
  3781. }
  3782. /*==========================================
  3783. *
  3784. *------------------------------------------*/
  3785. int skill_cleartimerskill (struct block_list *src)
  3786. {
  3787. int i;
  3788. struct unit_data *ud;
  3789. nullpo_ret(src);
  3790. ud = unit_bl2ud(src);
  3791. nullpo_ret(ud);
  3792. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3793. if(ud->skilltimerskill[i]) {
  3794. switch(ud->skilltimerskill[i]->skill_id) {
  3795. case WL_TETRAVORTEX_FIRE:
  3796. case WL_TETRAVORTEX_WATER:
  3797. case WL_TETRAVORTEX_WIND:
  3798. case WL_TETRAVORTEX_GROUND:
  3799. // For SR_FLASHCOMBO
  3800. case SR_DRAGONCOMBO:
  3801. case SR_FALLENEMPIRE:
  3802. case SR_TIGERCANNON:
  3803. case SR_SKYNETBLOW:
  3804. continue;
  3805. }
  3806. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3807. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3808. ud->skilltimerskill[i]=NULL;
  3809. }
  3810. }
  3811. return 1;
  3812. }
  3813. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3814. struct skill_unit *su = (TBL_SKILL*)bl;
  3815. struct skill_unit_group *sg = NULL;
  3816. nullpo_ret(su);
  3817. if (bl->type != BL_SKILL)
  3818. return 0;
  3819. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3820. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3821. su->limit = DIFF_TICK(gettick(), sg->tick);
  3822. sg->unit_id = UNT_USED_TRAPS;
  3823. }
  3824. return 1;
  3825. }
  3826. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3827. {
  3828. TBL_SKILL *su = (TBL_SKILL*)bl;
  3829. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3830. { //Reveal trap.
  3831. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3832. //clif_changetraplook(bl, su->group->unit_id);
  3833. clif_getareachar_skillunit(&su->bl, su, AREA, 0);
  3834. return 1;
  3835. }
  3836. return 0;
  3837. }
  3838. /*==========================================
  3839. *
  3840. *
  3841. *------------------------------------------*/
  3842. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3843. {
  3844. struct map_session_data *sd = NULL;
  3845. struct status_data *tstatus;
  3846. struct status_change *sc, *tsc;
  3847. if (skill_id > 0 && !skill_lv) return 0;
  3848. nullpo_retr(1, src);
  3849. nullpo_retr(1, bl);
  3850. if (src->m != bl->m)
  3851. return 1;
  3852. if (bl->prev == NULL)
  3853. return 1;
  3854. sd = BL_CAST(BL_PC, src);
  3855. if (status_isdead(bl))
  3856. return 1;
  3857. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3858. { //GTB makes all targetted magic display miss with a single bolt.
  3859. sc_type sct = status_skill2sc(skill_id);
  3860. if(sct != SC_NONE)
  3861. status_change_end(bl, sct, INVALID_TIMER);
  3862. 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));
  3863. return 1;
  3864. }
  3865. sc = status_get_sc(src);
  3866. tsc = status_get_sc(bl);
  3867. if (sc && !sc->count)
  3868. sc = NULL; //Unneeded
  3869. if (tsc && !tsc->count)
  3870. tsc = NULL;
  3871. tstatus = status_get_status_data(bl);
  3872. map_freeblock_lock();
  3873. switch(skill_id) {
  3874. case MER_CRASH:
  3875. case SM_BASH:
  3876. case MS_BASH:
  3877. case MC_MAMMONITE:
  3878. case TF_DOUBLE:
  3879. case AC_DOUBLE:
  3880. case MA_DOUBLE:
  3881. case AS_SONICBLOW:
  3882. case KN_PIERCE:
  3883. case ML_PIERCE:
  3884. case KN_SPEARBOOMERANG:
  3885. case TF_POISON:
  3886. case TF_SPRINKLESAND:
  3887. case AC_CHARGEARROW:
  3888. case MA_CHARGEARROW:
  3889. case RG_INTIMIDATE:
  3890. case AM_ACIDTERROR:
  3891. case BA_MUSICALSTRIKE:
  3892. case DC_THROWARROW:
  3893. case BA_DISSONANCE:
  3894. case CR_HOLYCROSS:
  3895. case NPC_DARKCROSS:
  3896. case CR_SHIELDCHARGE:
  3897. case CR_SHIELDBOOMERANG:
  3898. case NPC_PIERCINGATT:
  3899. case NPC_MENTALBREAKER:
  3900. case NPC_RANGEATTACK:
  3901. case NPC_CRITICALSLASH:
  3902. case NPC_COMBOATTACK:
  3903. case NPC_GUIDEDATTACK:
  3904. case NPC_POISON:
  3905. case NPC_RANDOMATTACK:
  3906. case NPC_WATERATTACK:
  3907. case NPC_GROUNDATTACK:
  3908. case NPC_FIREATTACK:
  3909. case NPC_WINDATTACK:
  3910. case NPC_POISONATTACK:
  3911. case NPC_HOLYATTACK:
  3912. case NPC_DARKNESSATTACK:
  3913. case NPC_TELEKINESISATTACK:
  3914. case NPC_UNDEADATTACK:
  3915. case NPC_ARMORBRAKE:
  3916. case NPC_WEAPONBRAKER:
  3917. case NPC_HELMBRAKE:
  3918. case NPC_SHIELDBRAKE:
  3919. case NPC_BLINDATTACK:
  3920. case NPC_SILENCEATTACK:
  3921. case NPC_STUNATTACK:
  3922. case NPC_PETRIFYATTACK:
  3923. case NPC_CURSEATTACK:
  3924. case NPC_SLEEPATTACK:
  3925. case LK_AURABLADE:
  3926. case LK_SPIRALPIERCE:
  3927. case ML_SPIRALPIERCE:
  3928. case LK_HEADCRUSH:
  3929. case CG_ARROWVULCAN:
  3930. case HW_MAGICCRASHER:
  3931. case ITM_TOMAHAWK:
  3932. case CH_CHAINCRUSH:
  3933. case CH_TIGERFIST:
  3934. case PA_SHIELDCHAIN: // Shield Chain
  3935. case PA_SACRIFICE:
  3936. case WS_CARTTERMINATION: // Cart Termination
  3937. case AS_VENOMKNIFE:
  3938. case HT_PHANTASMIC:
  3939. case TK_DOWNKICK:
  3940. case TK_COUNTER:
  3941. case GS_CHAINACTION:
  3942. case GS_TRIPLEACTION:
  3943. #ifndef RENEWAL
  3944. case GS_MAGICALBULLET:
  3945. #endif
  3946. case GS_TRACKING:
  3947. case GS_PIERCINGSHOT:
  3948. case GS_RAPIDSHOWER:
  3949. case GS_DUST:
  3950. case GS_DISARM: // Added disarm. [Reddozen]
  3951. case GS_FULLBUSTER:
  3952. case NJ_SYURIKEN:
  3953. case NJ_KUNAI:
  3954. #ifndef RENEWAL
  3955. case ASC_BREAKER:
  3956. #endif
  3957. case HFLI_MOON: //[orn]
  3958. case HFLI_SBR44: //[orn]
  3959. case NPC_BLEEDING:
  3960. case NPC_CRITICALWOUND:
  3961. case NPC_HELLPOWER:
  3962. case RK_SONICWAVE:
  3963. case AB_DUPLELIGHT_MELEE:
  3964. case RA_AIMEDBOLT:
  3965. case NC_AXEBOOMERANG:
  3966. case NC_POWERSWING:
  3967. case NC_MAGMA_ERUPTION:
  3968. case GC_CROSSIMPACT:
  3969. case GC_VENOMPRESSURE:
  3970. case SC_TRIANGLESHOT:
  3971. case SC_FEINTBOMB:
  3972. case LG_BANISHINGPOINT:
  3973. case LG_SHIELDPRESS:
  3974. case LG_RAGEBURST:
  3975. case LG_RAYOFGENESIS:
  3976. case LG_HESPERUSLIT:
  3977. case LG_OVERBRAND:
  3978. case LG_OVERBRAND_BRANDISH:
  3979. case SR_FALLENEMPIRE:
  3980. case SR_CRESCENTELBOW_AUTOSPELL:
  3981. case SR_GATEOFHELL:
  3982. case SR_GENTLETOUCH_QUIET:
  3983. case WM_SEVERE_RAINSTORM_MELEE:
  3984. case WM_GREAT_ECHO:
  3985. case GN_SLINGITEM_RANGEMELEEATK:
  3986. case KO_SETSUDAN:
  3987. case GC_DARKCROW:
  3988. case RL_MASS_SPIRAL:
  3989. case RL_SLUGSHOT:
  3990. case RL_AM_BLAST:
  3991. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3992. break;
  3993. case NC_BOOSTKNUCKLE:
  3994. case NC_PILEBUNKER:
  3995. case NC_COLDSLOWER:
  3996. if (sd)
  3997. pc_overheat(sd, 1);
  3998. case MO_TRIPLEATTACK:
  3999. case RK_WINDCUTTER:
  4000. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4001. break;
  4002. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  4003. switch( rnd()%6 ){
  4004. case 0: flag |= BREAK_ANKLE; break;
  4005. case 1: flag |= BREAK_WRIST; break;
  4006. case 2: flag |= BREAK_KNEE; break;
  4007. case 3: flag |= BREAK_SHOULDER; break;
  4008. case 4: flag |= BREAK_WAIST; break;
  4009. case 5: flag |= BREAK_NECK; break;
  4010. }
  4011. //TODO: is there really no cleaner way to do this?
  4012. sc = status_get_sc(bl);
  4013. if (sc) sc->jb_flag = flag;
  4014. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4015. break;
  4016. case MO_COMBOFINISH:
  4017. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4018. { //Becomes a splash attack when Soul Linked.
  4019. map_foreachinrange(skill_area_sub, bl,
  4020. skill_get_splash(skill_id, skill_lv),splash_target(src),
  4021. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4022. skill_castend_damage_id);
  4023. } else
  4024. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4025. break;
  4026. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4027. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4028. skill_area_temp[1] = 0;
  4029. map_foreachinrange(skill_attack_area, src,
  4030. skill_get_splash(skill_id, skill_lv), splash_target(src),
  4031. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4032. break;
  4033. case KN_CHARGEATK:
  4034. {
  4035. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4036. unsigned int dist = distance_bl(src, bl);
  4037. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4038. // teleport to target (if not on WoE grounds)
  4039. if (skill_check_unit_movepos(3, src, bl->x, bl->y, 0, 1))
  4040. skill_blown(src, src, 1, (dir+4)%8, 0); //Target position is actually one cell next to the target
  4041. // cause damage and knockback if the path to target was a straight one
  4042. if (path) {
  4043. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4044. skill_blown(src, bl, dist, dir, 0);
  4045. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4046. // make the caster look in the direction of the target
  4047. unit_setdir(src, (dir+4)%8);
  4048. }
  4049. }
  4050. break;
  4051. case NC_FLAMELAUNCHER:
  4052. if (sd) pc_overheat(sd,1);
  4053. case LG_CANNONSPEAR:
  4054. skill_area_temp[1] = bl->id;
  4055. if (battle_config.skill_eightpath_algorithm) {
  4056. //Use official AoE algorithm
  4057. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4058. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4059. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4060. } else {
  4061. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4062. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4063. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4064. }
  4065. break;
  4066. case SN_SHARPSHOOTING:
  4067. case MA_SHARPSHOOTING:
  4068. case NJ_KAMAITACHI:
  4069. case NPC_ACIDBREATH:
  4070. case NPC_DARKNESSBREATH:
  4071. case NPC_FIREBREATH:
  4072. case NPC_ICEBREATH:
  4073. case NPC_THUNDERBREATH:
  4074. skill_area_temp[1] = bl->id;
  4075. if (battle_config.skill_eightpath_algorithm) {
  4076. //Use official AoE algorithm
  4077. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4078. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4079. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4080. //These skills hit at least the target if the AoE doesn't hit
  4081. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4082. }
  4083. } else {
  4084. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4085. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4086. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4087. }
  4088. break;
  4089. case MO_INVESTIGATE:
  4090. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4091. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4092. break;
  4093. case RG_BACKSTAP:
  4094. {
  4095. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4096. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4097. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4098. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4099. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4100. unit_setdir(bl,dir);
  4101. }
  4102. else if (sd)
  4103. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4104. }
  4105. break;
  4106. case MO_FINGEROFFENSIVE:
  4107. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4108. if (battle_config.finger_offensive_type && sd) {
  4109. int i;
  4110. for (i = 1; i < sd->spiritball_old; i++)
  4111. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4112. }
  4113. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4114. break;
  4115. case MO_CHAINCOMBO:
  4116. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4117. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4118. break;
  4119. #ifndef RENEWAL
  4120. case NJ_ISSEN:
  4121. #endif
  4122. case MO_EXTREMITYFIST:
  4123. {
  4124. struct block_list *mbl = bl; // For NJ_ISSEN
  4125. short x, y, i = 2; // Move 2 cells (From target)
  4126. short dir = map_calc_dir(src,bl->x,bl->y);
  4127. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4128. if (skill_id == MO_EXTREMITYFIST) {
  4129. status_set_sp(src, 0, 0);
  4130. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4131. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4132. #ifdef RENEWAL
  4133. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4134. #endif
  4135. } else {
  4136. status_set_hp(src, 1, 0);
  4137. status_change_end(src, SC_NEN, INVALID_TIMER);
  4138. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4139. }
  4140. if (skill_id == MO_EXTREMITYFIST) {
  4141. mbl = src; // For MO_EXTREMITYFIST
  4142. i = 3; // Move 3 cells (From caster)
  4143. }
  4144. if (dir > 0 && dir < 4)
  4145. x = -i;
  4146. else if (dir > 4)
  4147. x = i;
  4148. else
  4149. x = 0;
  4150. if (dir > 2 && dir < 6)
  4151. y = -i;
  4152. else if (dir == 7 || dir < 2)
  4153. y = i;
  4154. else
  4155. y = 0;
  4156. // Ashura Strike still has slide effect in GVG
  4157. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4158. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4159. clif_blown(src);
  4160. clif_spiritball(src);
  4161. }
  4162. }
  4163. break;
  4164. case HT_POWER:
  4165. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4166. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4167. break;
  4168. //Splash attack skills.
  4169. case AS_GRIMTOOTH:
  4170. case MC_CARTREVOLUTION:
  4171. case NPC_SPLASHATTACK:
  4172. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4173. case AS_SPLASHER:
  4174. case HT_BLITZBEAT:
  4175. case AC_SHOWER:
  4176. case MA_SHOWER:
  4177. case MG_NAPALMBEAT:
  4178. case MG_FIREBALL:
  4179. case RG_RAID:
  4180. case HW_NAPALMVULCAN:
  4181. case NJ_HUUMA:
  4182. case ASC_METEORASSAULT:
  4183. case GS_DESPERADO:
  4184. case GS_SPREADATTACK:
  4185. case NPC_EARTHQUAKE:
  4186. case NPC_PULSESTRIKE:
  4187. case NPC_HELLJUDGEMENT:
  4188. case NPC_VAMPIRE_GIFT:
  4189. case RK_IGNITIONBREAK:
  4190. case AB_JUDEX:
  4191. case WL_SOULEXPANSION:
  4192. case WL_CRIMSONROCK:
  4193. case WL_JACKFROST:
  4194. case RA_ARROWSTORM:
  4195. case RA_WUGDASH:
  4196. case NC_VULCANARM:
  4197. case NC_SELFDESTRUCTION:
  4198. case NC_AXETORNADO:
  4199. case GC_ROLLINGCUTTER:
  4200. case GC_COUNTERSLASH:
  4201. case LG_MOONSLASHER:
  4202. case LG_EARTHDRIVE:
  4203. case SR_RAMPAGEBLASTER:
  4204. case SR_SKYNETBLOW:
  4205. case SR_WINDMILL:
  4206. case SR_RIDEINLIGHTNING:
  4207. case WM_REVERBERATION_MELEE:
  4208. case WM_REVERBERATION_MAGIC:
  4209. case SO_VARETYR_SPEAR:
  4210. case GN_CART_TORNADO:
  4211. case GN_CARTCANNON:
  4212. case KO_HAPPOKUNAI:
  4213. case KO_HUUMARANKA:
  4214. case KO_MUCHANAGE:
  4215. case KO_BAKURETSU:
  4216. case GN_ILLUSIONDOPING:
  4217. case RL_FIREDANCE:
  4218. case RL_BANISHING_BUSTER:
  4219. case RL_S_STORM:
  4220. case RL_R_TRIP:
  4221. case MH_XENO_SLASHER:
  4222. case NC_ARMSCANNON:
  4223. if( flag&1 ) {//Recursive invocation
  4224. int sflag = skill_area_temp[0] & 0xFFF;
  4225. int heal = 0;
  4226. struct status_change *tsc = status_get_sc(bl);
  4227. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  4228. break; // Under Hovering characters are immune to select trap and ground target skills.
  4229. if( flag&SD_LEVEL )
  4230. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4231. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4232. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4233. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4234. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4235. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4236. status_heal(src,heal,0,0);
  4237. }
  4238. } else {
  4239. int starget = splash_target(src);
  4240. skill_area_temp[0] = 0;
  4241. skill_area_temp[1] = bl->id;
  4242. skill_area_temp[2] = 0;
  4243. switch ( skill_id ) {
  4244. case LG_EARTHDRIVE:
  4245. case GN_CARTCANNON:
  4246. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4247. break;
  4248. case LG_MOONSLASHER:
  4249. case MH_XENO_SLASHER:
  4250. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4251. break;
  4252. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4253. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4254. break;
  4255. case WM_REVERBERATION_MELEE:
  4256. case WM_REVERBERATION_MAGIC:
  4257. skill_area_temp[1] = 0;
  4258. starget = BL_CHAR;
  4259. break;
  4260. case WL_CRIMSONROCK:
  4261. skill_area_temp[4] = bl->x;
  4262. skill_area_temp[5] = bl->y;
  4263. break;
  4264. case NC_VULCANARM:
  4265. case NC_ARMSCANNON:
  4266. if (sd)
  4267. pc_overheat(sd, 1);
  4268. break;
  4269. }
  4270. // if skill damage should be split among targets, count them
  4271. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4272. //special case: Venom Splasher uses a different range for searching than for splashing
  4273. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4274. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4275. // recursive invocation of skill_castend_damage_id() with flag|1
  4276. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4277. if( skill_id == AS_SPLASHER ) {
  4278. map_freeblock_unlock(); // Don't consume a second gemstone.
  4279. return 0;
  4280. }
  4281. }
  4282. break;
  4283. //Place units around target
  4284. case NJ_BAKUENRYU:
  4285. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4286. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4287. break;
  4288. case WL_COMET:
  4289. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4290. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4291. break;
  4292. case SM_MAGNUM:
  4293. case MS_MAGNUM:
  4294. if( flag&1 ) {
  4295. // For players, damage depends on distance, so add it to flag if it is > 1
  4296. // Cannot hit hidden targets
  4297. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4298. }
  4299. break;
  4300. case KN_BRANDISHSPEAR:
  4301. case ML_BRANDISH:
  4302. //Coded apart for it needs the flag passed to the damage calculation.
  4303. if (skill_area_temp[1] != bl->id)
  4304. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4305. else
  4306. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4307. break;
  4308. case KN_BOWLINGBASH:
  4309. case MS_BOWLINGBASH:
  4310. {
  4311. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4312. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4313. c = (skill_lv-(flag&0xFFF)+1)/2;
  4314. // Determine the Bowling Bash area depending on configuration
  4315. if (battle_config.bowling_bash_area == 0) {
  4316. // Gutter line system
  4317. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4318. if(min_x < 0) min_x = 0;
  4319. max_x = min_x + 39;
  4320. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4321. if(min_y < 0) min_y = 0;
  4322. max_y = min_y + 39;
  4323. } else if (battle_config.bowling_bash_area == 1) {
  4324. // Gutter line system without demi gutter bug
  4325. min_x = src->x - (src->x)%40;
  4326. max_x = min_x + 39;
  4327. min_y = src->y - (src->y)%40;
  4328. max_y = min_y + 39;
  4329. } else {
  4330. // Area around caster
  4331. min_x = src->x - battle_config.bowling_bash_area;
  4332. max_x = src->x + battle_config.bowling_bash_area;
  4333. min_y = src->y - battle_config.bowling_bash_area;
  4334. max_y = src->y + battle_config.bowling_bash_area;
  4335. }
  4336. // Initialization, break checks, direction
  4337. if((flag&0xFFF) > 0) {
  4338. // Ignore monsters outside area
  4339. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4340. break;
  4341. // Ignore monsters already in list
  4342. if(idb_exists(bowling_db, bl->id))
  4343. break;
  4344. // Random direction
  4345. dir = rnd()%8;
  4346. } else {
  4347. // Create an empty list of already hit targets
  4348. db_clear(bowling_db);
  4349. // Direction is walkpath
  4350. dir = (unit_getdir(src)+4)%8;
  4351. }
  4352. // Add current target to the list of already hit targets
  4353. idb_put(bowling_db, bl->id, bl);
  4354. // Keep moving target in direction square by square
  4355. tx = bl->x;
  4356. ty = bl->y;
  4357. for(i=0;i<c;i++) {
  4358. // Target coordinates (get changed even if knockback fails)
  4359. tx -= dirx[dir];
  4360. ty -= diry[dir];
  4361. // If target cell is a wall then break
  4362. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4363. break;
  4364. skill_blown(src,bl,1,dir,0);
  4365. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4366. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4367. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4368. (map_foreachinarea(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))) {
  4369. // Recursive call
  4370. map_foreachinarea(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);
  4371. // Self-collision
  4372. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4373. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4374. break;
  4375. }
  4376. }
  4377. // Original hit or chain hit depending on flag
  4378. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4379. }
  4380. break;
  4381. case KN_SPEARSTAB:
  4382. if(flag&1) {
  4383. if (bl->id==skill_area_temp[1])
  4384. break;
  4385. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4386. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4387. } else {
  4388. int x=bl->x,y=bl->y,i,dir;
  4389. dir = map_calc_dir(bl,src->x,src->y);
  4390. skill_area_temp[1] = bl->id;
  4391. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4392. // all the enemies between the caster and the target are hit, as well as the target
  4393. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4394. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4395. for (i=0;i<4;i++) {
  4396. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4397. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4398. x += dirx[dir];
  4399. y += diry[dir];
  4400. }
  4401. }
  4402. break;
  4403. case TK_TURNKICK:
  4404. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4405. {
  4406. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4407. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4408. map_foreachinrange(skill_area_sub,bl,
  4409. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4410. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4411. skill_castend_nodamage_id);
  4412. }
  4413. break;
  4414. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4415. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4416. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0); //Display an absorbed damage attack.
  4417. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4418. break;
  4419. case PR_TURNUNDEAD:
  4420. case ALL_RESURRECTION:
  4421. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4422. break;
  4423. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4424. break;
  4425. case MG_SOULSTRIKE:
  4426. case NPC_DARKSTRIKE:
  4427. case MG_COLDBOLT:
  4428. case MG_FIREBOLT:
  4429. case MG_LIGHTNINGBOLT:
  4430. case WZ_EARTHSPIKE:
  4431. case AL_HEAL:
  4432. case AL_HOLYLIGHT:
  4433. case NPC_DARKTHUNDER:
  4434. case PR_ASPERSIO:
  4435. case MG_FROSTDIVER:
  4436. case WZ_SIGHTBLASTER:
  4437. case WZ_SIGHTRASHER:
  4438. case NJ_KOUENKA:
  4439. case NJ_HYOUSENSOU:
  4440. case NJ_HUUJIN:
  4441. case AB_ADORAMUS:
  4442. case AB_RENOVATIO:
  4443. case AB_HIGHNESSHEAL:
  4444. case AB_DUPLELIGHT_MAGIC:
  4445. case WM_METALICSOUND:
  4446. case KO_KAIHOU:
  4447. case MH_ERASER_CUTTER:
  4448. case RL_B_TRAP:
  4449. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4450. break;
  4451. case NPC_MAGICALATTACK:
  4452. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4453. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4454. break;
  4455. case HVAN_CAPRICE: //[blackhole89]
  4456. {
  4457. int ran=rnd()%4;
  4458. int sid = 0;
  4459. switch(ran)
  4460. {
  4461. case 0: sid=MG_COLDBOLT; break;
  4462. case 1: sid=MG_FIREBOLT; break;
  4463. case 2: sid=MG_LIGHTNINGBOLT; break;
  4464. case 3: sid=WZ_EARTHSPIKE; break;
  4465. }
  4466. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4467. }
  4468. break;
  4469. case WZ_WATERBALL:
  4470. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4471. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4472. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4473. break;
  4474. case WZ_JUPITEL:
  4475. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4476. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4477. break;
  4478. case PR_BENEDICTIO:
  4479. //Should attack undead and demons. [Skotlex]
  4480. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4481. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4482. break;
  4483. case SL_SMA:
  4484. status_change_end(src, SC_SMA, INVALID_TIMER);
  4485. case SL_STIN:
  4486. case SL_STUN:
  4487. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4488. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4489. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4490. break;
  4491. }
  4492. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4493. break;
  4494. case NPC_DARKBREATH:
  4495. clif_emotion(src,E_AG);
  4496. case SN_FALCONASSAULT:
  4497. case PA_PRESSURE:
  4498. case CR_ACIDDEMONSTRATION:
  4499. case TF_THROWSTONE:
  4500. #ifdef RENEWAL
  4501. case ASC_BREAKER:
  4502. case GS_MAGICALBULLET:
  4503. #endif
  4504. case NPC_SMOKING:
  4505. case GS_FLING:
  4506. case NJ_ZENYNAGE:
  4507. case GN_THORNS_TRAP:
  4508. case GN_HELLS_PLANT_ATK:
  4509. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4510. break;
  4511. #ifdef RENEWAL
  4512. case NJ_ISSEN: {
  4513. short x, y;
  4514. short dir = map_calc_dir(src, bl->x, bl->y);
  4515. // Move 2 cells (From target)
  4516. if (dir > 0 && dir < 4)
  4517. x = -2;
  4518. else if (dir > 4)
  4519. x = 2;
  4520. else
  4521. x = 0;
  4522. if (dir > 2 && dir < 6)
  4523. y = -2;
  4524. else if (dir == 7 || dir < 2)
  4525. y = 2;
  4526. else
  4527. y = 0;
  4528. // Doesn't have slide effect in GVG
  4529. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  4530. clif_blown(src);
  4531. clif_spiritball(src);
  4532. }
  4533. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4534. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4535. status_change_end(src, SC_NEN, INVALID_TIMER);
  4536. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4537. }
  4538. break;
  4539. #endif
  4540. case RK_DRAGONBREATH_WATER:
  4541. case RK_DRAGONBREATH: {
  4542. struct status_change *tsc2 = NULL;
  4543. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4544. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4545. } else
  4546. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4547. }
  4548. break;
  4549. case NPC_SELFDESTRUCTION: {
  4550. struct status_change *tsc2 = NULL;
  4551. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4552. break;
  4553. }
  4554. case HVAN_EXPLOSION:
  4555. if (src != bl)
  4556. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4557. break;
  4558. // Celest
  4559. case PF_SOULBURN:
  4560. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4561. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4562. if (skill_lv == 5)
  4563. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4564. status_percent_damage(src, bl, 0, 100, false);
  4565. } else {
  4566. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4567. if (skill_lv == 5)
  4568. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4569. status_percent_damage(src, src, 0, 100, false);
  4570. }
  4571. break;
  4572. case NPC_BLOODDRAIN:
  4573. case NPC_ENERGYDRAIN:
  4574. {
  4575. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4576. src, src, bl, skill_id, skill_lv, tick, flag);
  4577. if (heal > 0){
  4578. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4579. status_heal(src, heal, 0, 0);
  4580. }
  4581. }
  4582. break;
  4583. case GS_BULLSEYE:
  4584. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4585. break;
  4586. case NJ_KASUMIKIRI:
  4587. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4588. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4589. break;
  4590. case NJ_KIRIKAGE:
  4591. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4592. { //You don't move on GVG grounds.
  4593. short x, y;
  4594. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4595. if (unit_movepos(src, x, y, 0, 0)) {
  4596. clif_blown(src);
  4597. }
  4598. }
  4599. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4600. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4601. break;
  4602. case RK_HUNDREDSPEAR:
  4603. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4604. if(rnd()%100 < (10 + 3*skill_lv)) {
  4605. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4606. if( !skill_req )
  4607. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4608. skill_blown(src,bl,6,-1,0);
  4609. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4610. }
  4611. break;
  4612. case RK_PHANTOMTHRUST:
  4613. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4614. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4615. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4616. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4617. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4618. break;
  4619. case RK_STORMBLAST:
  4620. if( flag&1 )
  4621. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4622. else {
  4623. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4624. 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);
  4625. }
  4626. break;
  4627. case GC_DARKILLUSION:
  4628. {
  4629. short x, y;
  4630. short dir = map_calc_dir(src,bl->x,bl->y);
  4631. if( dir > 0 && dir < 4) x = 2;
  4632. else if( dir > 4 ) x = -2;
  4633. else x = 0;
  4634. if( dir > 2 && dir < 6 ) y = 2;
  4635. else if( dir == 7 || dir < 2 ) y = -2;
  4636. else y = 0;
  4637. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4638. clif_blown(src);
  4639. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4640. if( rnd()%100 < 4 * skill_lv )
  4641. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4642. }
  4643. }
  4644. break;
  4645. case GC_WEAPONCRUSH:
  4646. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4647. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4648. else if( sd )
  4649. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4650. break;
  4651. case GC_CROSSRIPPERSLASHER:
  4652. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4653. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4654. else
  4655. {
  4656. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4657. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4658. }
  4659. break;
  4660. case GC_PHANTOMMENACE:
  4661. if (flag&1) { // Only Hits Invisible Targets
  4662. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4663. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4664. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4665. }
  4666. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4667. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4668. }
  4669. break;
  4670. case WL_CHAINLIGHTNING:
  4671. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4672. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4673. break;
  4674. case WL_DRAINLIFE:
  4675. {
  4676. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4677. int rate = 70 + 5 * skill_lv;
  4678. heal = heal * (5 + 5 * skill_lv) / 100;
  4679. if( bl->type == BL_SKILL )
  4680. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4681. if( heal && rnd()%100 < rate )
  4682. {
  4683. status_heal(src, heal, 0, 0);
  4684. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4685. }
  4686. }
  4687. break;
  4688. case WL_TETRAVORTEX:
  4689. if( sd && sc ) { // No SC? No spheres
  4690. int spheres[5] = { 0, 0, 0, 0, 0 },
  4691. positions[5] = {-1,-1,-1,-1,-1 },
  4692. i, j = 0, k, subskill = 0;
  4693. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4694. if( sc->data[i] ) {
  4695. spheres[j] = i;
  4696. positions[j] = sc->data[i]->val2;
  4697. j++;
  4698. }
  4699. // Sphere Sort, this time from new to old
  4700. for( i = 0; i <= j - 2; i++ )
  4701. for( k = i + 1; k <= j - 1; k++ )
  4702. if( positions[i] < positions[k] ) {
  4703. swap(positions[i],positions[k]);
  4704. swap(spheres[i],spheres[k]);
  4705. }
  4706. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4707. status_change_end(src, spheres[4], INVALID_TIMER);
  4708. j = 4;
  4709. }
  4710. k = 0;
  4711. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4712. switch( sc->data[spheres[i]]->val1 ) {
  4713. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4714. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4715. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4716. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4717. }
  4718. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4719. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4720. status_change_end(src, spheres[i], INVALID_TIMER);
  4721. }
  4722. }
  4723. break;
  4724. case WL_RELEASE:
  4725. if( sd )
  4726. {
  4727. int i;
  4728. // Priority is to release SpellBook
  4729. if( sc && sc->data[SC_FREEZE_SP] )
  4730. { // SpellBook
  4731. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4732. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4733. int cooldown;
  4734. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4735. if( sc->data[i] ) spell[s++] = i;
  4736. if ( s == 0 )
  4737. break;
  4738. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  4739. if(sc->data[i] ){// Now extract the data from the preserved spell
  4740. pres_skill_id = sc->data[i]->val1;
  4741. pres_skill_lv = sc->data[i]->val2;
  4742. point = sc->data[i]->val3;
  4743. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4744. }else //something went wrong :(
  4745. break;
  4746. if( sc->data[SC_FREEZE_SP]->val2 > point )
  4747. sc->data[SC_FREEZE_SP]->val2 -= point;
  4748. else // Last spell to be released
  4749. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  4750. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4751. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4752. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4753. break;
  4754. // Get the requirement for the preserved skill
  4755. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  4756. switch( skill_get_casttype(pres_skill_id) )
  4757. {
  4758. case CAST_GROUND:
  4759. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4760. break;
  4761. case CAST_NODAMAGE:
  4762. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4763. break;
  4764. case CAST_DAMAGE:
  4765. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4766. break;
  4767. }
  4768. sd->ud.canact_tick = max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  4769. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4770. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4771. if( cooldown )
  4772. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4773. }
  4774. else
  4775. { // Summon Balls
  4776. int j = 0, k;
  4777. int spheres[5] = { 0, 0, 0, 0, 0 },
  4778. positions[5] = {-1,-1,-1,-1,-1 };
  4779. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4780. if( sc && sc->data[i] )
  4781. {
  4782. spheres[j] = i;
  4783. positions[j] = sc->data[i]->val2;
  4784. sc->data[i]->val2--; // Prepares for next position
  4785. j++;
  4786. }
  4787. if( j == 0 )
  4788. { // No Spheres
  4789. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4790. break;
  4791. }
  4792. // Sphere Sort
  4793. for( i = 0; i <= j - 2; i++ )
  4794. for( k = i + 1; k <= j - 1; k++ )
  4795. if( positions[i] > positions[k] )
  4796. {
  4797. swap(positions[i],positions[k]);
  4798. swap(spheres[i],spheres[k]);
  4799. }
  4800. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4801. for( i = 0; i < j; i++ )
  4802. {
  4803. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4804. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4805. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4806. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4807. }
  4808. clif_skill_nodamage(src,bl,skill_id,0,1);
  4809. }
  4810. }
  4811. break;
  4812. case WL_FROSTMISTY:
  4813. // Causes Freezing status through walls.
  4814. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4815. // Doesn't deal damage through non-shootable walls.
  4816. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  4817. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4818. break;
  4819. case WL_HELLINFERNO:
  4820. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4821. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4822. break;
  4823. case RA_WUGSTRIKE:
  4824. if( sd && pc_isridingwug(sd) ){
  4825. short x[8]={0,-1,-1,-1,0,1,1,1};
  4826. short y[8]={1,1,0,-1,-1,-1,0,1};
  4827. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4828. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4829. clif_blown(src);
  4830. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4831. }
  4832. break;
  4833. }
  4834. case RA_WUGBITE:
  4835. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4836. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4837. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4838. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4839. break;
  4840. case RA_SENSITIVEKEEN:
  4841. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4842. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4843. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4844. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4845. }
  4846. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4847. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4848. } else {
  4849. struct skill_unit *su = NULL;
  4850. struct skill_unit_group* sg;
  4851. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4852. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4853. {
  4854. struct item item_tmp;
  4855. memset(&item_tmp,0,sizeof(item_tmp));
  4856. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4857. item_tmp.identify = 1;
  4858. if( item_tmp.nameid )
  4859. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  4860. }
  4861. skill_delunit(su);
  4862. }
  4863. }
  4864. break;
  4865. case NC_INFRAREDSCAN:
  4866. if( flag&1 ) {
  4867. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4868. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4869. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4870. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  4871. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4872. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  4873. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4874. } else {
  4875. 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|SD_SPLASH|1, skill_castend_damage_id);
  4876. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4877. if( sd ) pc_overheat(sd,1);
  4878. }
  4879. break;
  4880. case NC_MAGNETICFIELD:
  4881. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4882. break;
  4883. case SC_FATALMENACE:
  4884. if( flag&1 )
  4885. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4886. else
  4887. {
  4888. short x, y;
  4889. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4890. // Destination area
  4891. skill_area_temp[4] = x;
  4892. skill_area_temp[5] = y;
  4893. 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);
  4894. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4895. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4896. }
  4897. break;
  4898. case LG_PINPOINTATTACK:
  4899. if (skill_check_unit_movepos(3, src, bl->x, bl->y, 1, 1))
  4900. clif_blown(src);
  4901. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4902. break;
  4903. case LG_SHIELDSPELL:
  4904. if (skill_lv == 1)
  4905. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4906. else if (skill_lv == 2)
  4907. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4908. break;
  4909. case SR_DRAGONCOMBO:
  4910. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4911. break;
  4912. case SR_KNUCKLEARROW:
  4913. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4914. dir_ka = map_calc_dir(bl, src->x, src->y);
  4915. // Has slide effect
  4916. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  4917. clif_blown(src);
  4918. if( flag&1 )
  4919. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4920. else
  4921. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4922. break;
  4923. case SR_HOWLINGOFLION:
  4924. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4925. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4926. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4927. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4928. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4929. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4930. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4931. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4932. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4933. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4934. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4935. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4936. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4937. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4938. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4939. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4940. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4941. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4942. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4943. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4944. break;
  4945. case SR_EARTHSHAKER:
  4946. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4947. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4948. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4949. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4950. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  4951. } else {
  4952. 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|SD_SPLASH|1, skill_castend_damage_id);
  4953. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4954. }
  4955. break;
  4956. case SR_TIGERCANNON:
  4957. if (flag&1) {
  4958. if (skill_area_temp[3] == skill_id && skill_area_temp_i64[0]) { // Safe check
  4959. if (skill_area_temp[1] != bl->id) {
  4960. int64 dmg = skill_area_temp_i64[0];
  4961. bool infdef = is_infinite_defense(bl, skill_get_type(skill_id));
  4962. if (infdef)
  4963. dmg = 1;
  4964. status_damage(src, bl, dmg, 0, 0, 0);
  4965. status_zap(bl, 0, dmg * 10 / 100);
  4966. clif_skill_damage(src, bl, tick, status_get_amotion(bl), 0, dmg, 1, skill_id, skill_lv, 6);
  4967. }
  4968. }
  4969. else { // Somehow, we failed
  4970. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4971. }
  4972. }
  4973. else if (sd) {
  4974. skill_area_temp[1] = bl->id;
  4975. skill_area_temp[3] = skill_id;
  4976. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|8); // Only do attack calculation once
  4977. 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|SD_SPLASH|1, skill_castend_damage_id);
  4978. }
  4979. break;
  4980. case SO_POISON_BUSTER: {
  4981. struct status_change *tsc2 = status_get_sc(bl);
  4982. if( tsc2 && tsc2->data[SC_POISON] ) {
  4983. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4984. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4985. }
  4986. else if( sd )
  4987. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4988. }
  4989. break;
  4990. case GN_SPORE_EXPLOSION:
  4991. if( flag&1 )
  4992. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4993. else {
  4994. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4995. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4996. }
  4997. break;
  4998. case GN_DEMONIC_FIRE:
  4999. case GN_FIRE_EXPANSION_ACID:
  5000. if (flag&1)
  5001. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5002. break;
  5003. case KO_JYUMONJIKIRI: {
  5004. short x, y;
  5005. short dir = map_calc_dir(src,bl->x,bl->y);
  5006. if (dir > 0 && dir < 4)
  5007. x = 2;
  5008. else if (dir > 4)
  5009. x = -2;
  5010. else
  5011. x = 0;
  5012. if (dir > 2 && dir < 6)
  5013. y = 2;
  5014. else if (dir == 7 || dir < 2)
  5015. y = -2;
  5016. else
  5017. y = 0;
  5018. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5019. clif_blown(src);
  5020. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5021. }
  5022. }
  5023. break;
  5024. case EL_FIRE_BOMB:
  5025. case EL_FIRE_WAVE:
  5026. case EL_WATER_SCREW:
  5027. case EL_HURRICANE:
  5028. case EL_TYPOON_MIS:
  5029. if( flag&1 )
  5030. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5031. else {
  5032. int i = skill_get_splash(skill_id,skill_lv);
  5033. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5034. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5035. if( rnd()%100 < 30 )
  5036. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5037. else
  5038. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5039. }
  5040. break;
  5041. case EL_ROCK_CRUSHER:
  5042. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5043. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5044. if( rnd()%100 < 50 )
  5045. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5046. else
  5047. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5048. break;
  5049. case EL_STONE_RAIN:
  5050. if( flag&1 )
  5051. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5052. else {
  5053. int i = skill_get_splash(skill_id,skill_lv);
  5054. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5055. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5056. if( rnd()%100 < 30 )
  5057. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5058. else
  5059. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5060. }
  5061. break;
  5062. case EL_FIRE_ARROW:
  5063. case EL_ICE_NEEDLE:
  5064. case EL_WIND_SLASH:
  5065. case EL_STONE_HAMMER:
  5066. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5067. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5068. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5069. break;
  5070. case EL_TIDAL_WEAPON:
  5071. if( src->type == BL_ELEM ) {
  5072. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5073. struct status_change *sc2 = status_get_sc(&ele->bl);
  5074. struct status_change *tsc2 = status_get_sc(bl);
  5075. sc_type type = status_skill2sc(skill_id), type2;
  5076. type2 = type-1;
  5077. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5078. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5079. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  5080. elemental_clean_single_effect(ele, skill_id);
  5081. }
  5082. if( rnd()%100 < 50 )
  5083. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5084. else {
  5085. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5086. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5087. }
  5088. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5089. }
  5090. break;
  5091. //recursive homon skill
  5092. case MH_MAGMA_FLOW:
  5093. case MH_HEILIGE_STANGE:
  5094. if(flag&1){
  5095. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5096. break;//chance to not trigger atk for magma
  5097. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5098. }
  5099. else
  5100. 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 | SD_SPLASH | 1, skill_castend_damage_id);
  5101. break;
  5102. case MH_STAHL_HORN:
  5103. case MH_NEEDLE_OF_PARALYZE:
  5104. case MH_SONIC_CRAW:
  5105. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5106. break;
  5107. case MH_MIDNIGHT_FRENZY:
  5108. case MH_SILVERVEIN_RUSH:
  5109. {
  5110. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5111. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5112. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  5113. }
  5114. break;
  5115. case MH_TINDER_BREAKER:
  5116. case MH_CBC:
  5117. case MH_EQC:
  5118. {
  5119. int duration = 0;
  5120. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5121. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5122. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5123. clif_blown(src);
  5124. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5125. }
  5126. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5127. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5128. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  5129. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5130. }
  5131. break;
  5132. case RL_H_MINE:
  5133. if (!(flag&1)) {
  5134. // Direct attack
  5135. if (!sd || !sd->flicker) {
  5136. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5137. 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);
  5138. break;
  5139. }
  5140. // Triggered by RL_FLICKER
  5141. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5142. // Splash damage around it!
  5143. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5144. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5145. flag |= 1; // Don't consume requirement
  5146. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5147. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5148. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5149. }
  5150. }
  5151. else
  5152. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5153. if (sd && sd->flicker)
  5154. flag |= 1; // Don't consume requirement
  5155. break;
  5156. case RL_HAMMER_OF_GOD:
  5157. if (!(flag&1)) {
  5158. if (!sd) {
  5159. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5160. break;
  5161. }
  5162. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  5163. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  5164. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5165. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5166. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5167. }
  5168. }
  5169. else
  5170. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5171. if ((flag&8))
  5172. flag |= 1;
  5173. break;
  5174. case RL_QD_SHOT:
  5175. case RL_D_TAIL:
  5176. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  5177. int sflag = flag;
  5178. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5179. break;
  5180. if (flag&1)
  5181. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5182. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5183. if (sd) {
  5184. if (skill_id != RL_D_TAIL)
  5185. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5186. }
  5187. }
  5188. break;
  5189. case 0:/* no skill - basic/normal attack */
  5190. if(sd) {
  5191. if (flag & 3){
  5192. if (bl->id != skill_area_temp[1])
  5193. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5194. } else {
  5195. skill_area_temp[1] = bl->id;
  5196. map_foreachinrange(skill_area_sub, bl,
  5197. sd->bonus.splash_range, BL_CHAR,
  5198. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5199. skill_castend_damage_id);
  5200. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5201. }
  5202. }
  5203. break;
  5204. default:
  5205. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5206. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5207. 0, abs(skill_get_num(skill_id, skill_lv)),
  5208. skill_id, skill_lv, skill_get_hit(skill_id));
  5209. map_freeblock_unlock();
  5210. return 1;
  5211. }
  5212. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5213. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5214. map_freeblock_unlock();
  5215. if( sd && !(flag&1) )
  5216. {// ensure that the skill last-cast tick is recorded
  5217. sd->canskill_tick = gettick();
  5218. if( sd->state.arrow_atk )
  5219. {// consume arrow on last invocation to this skill.
  5220. battle_consume_ammo(sd, skill_id, skill_lv);
  5221. }
  5222. // perform skill requirement consumption
  5223. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5224. }
  5225. return 0;
  5226. }
  5227. /**
  5228. * Use no-damage skill from 'src' to 'bl
  5229. * @param src Caster
  5230. * @param bl Target of the skill, bl maybe same with src for self skill
  5231. * @param skill_id
  5232. * @param skill_lv
  5233. * @param tick
  5234. * @param flag Various value, &1: Recursive effect
  5235. **/
  5236. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5237. {
  5238. struct map_session_data *sd, *dstsd;
  5239. struct mob_data *md, *dstmd;
  5240. struct homun_data *hd;
  5241. struct mercenary_data *mer;
  5242. struct status_data *sstatus, *tstatus;
  5243. struct status_change *tsc;
  5244. struct status_change_entry *tsce;
  5245. int chorusbonus = 0;
  5246. int i = 0;
  5247. enum sc_type type;
  5248. if(skill_id > 0 && !skill_lv) return 0; // celest
  5249. nullpo_retr(1, src);
  5250. nullpo_retr(1, bl);
  5251. if (src->m != bl->m)
  5252. return 1;
  5253. sd = BL_CAST(BL_PC, src);
  5254. hd = BL_CAST(BL_HOM, src);
  5255. md = BL_CAST(BL_MOB, src);
  5256. mer = BL_CAST(BL_MER, src);
  5257. dstsd = BL_CAST(BL_PC, bl);
  5258. dstmd = BL_CAST(BL_MOB, bl);
  5259. if(bl->prev == NULL)
  5260. return 1;
  5261. if(status_isdead(src))
  5262. return 1;
  5263. if( src != bl && status_isdead(bl) ) {
  5264. switch( skill_id ) { // Skills that may be cast on dead targets
  5265. case NPC_WIDESOULDRAIN:
  5266. case PR_REDEMPTIO:
  5267. case ALL_RESURRECTION:
  5268. case WM_DEADHILLHERE:
  5269. break;
  5270. default:
  5271. return 1;
  5272. }
  5273. }
  5274. tstatus = status_get_status_data(bl);
  5275. sstatus = status_get_status_data(src);
  5276. // Minstrel/Wanderer number check for chorus skills.
  5277. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5278. if( sd && sd->status.party_id ) {
  5279. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5280. if( chorusbonus > 7 )
  5281. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5282. else if( chorusbonus > 2 )
  5283. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5284. }
  5285. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5286. switch (skill_id) {
  5287. case HLIF_HEAL: //[orn]
  5288. if (bl->type != BL_HOM) {
  5289. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5290. break ;
  5291. }
  5292. case AL_HEAL:
  5293. case ALL_RESURRECTION:
  5294. case PR_ASPERSIO:
  5295. case AB_RENOVATIO:
  5296. case AB_HIGHNESSHEAL:
  5297. //Apparently only player casted skills can be offensive like this.
  5298. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5299. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5300. //Offensive heal does not works on non-enemies. [Skotlex]
  5301. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5302. return 0;
  5303. }
  5304. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5305. }
  5306. break;
  5307. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5308. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5309. case MH_STEINWAND: {
  5310. struct block_list *s_src = battle_get_master(src);
  5311. short ret = 0;
  5312. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5313. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5314. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5315. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5316. if (hd)
  5317. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5318. return ret;
  5319. }
  5320. break;
  5321. default:
  5322. //Skill is actually ground placed.
  5323. if (src == bl && skill_get_unit_id(skill_id,0))
  5324. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5325. }
  5326. type = status_skill2sc(skill_id);
  5327. tsc = status_get_sc(bl);
  5328. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5329. if (src!=bl && type > -1 &&
  5330. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5331. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5332. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5333. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5334. map_freeblock_lock();
  5335. switch(skill_id)
  5336. {
  5337. case HLIF_HEAL: //[orn]
  5338. case AL_HEAL:
  5339. case AB_HIGHNESSHEAL:
  5340. {
  5341. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5342. int heal_get_jobexp;
  5343. if (status_isimmune(bl) || (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))))
  5344. heal = 0;
  5345. if( tsc && tsc->count ) {
  5346. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5347. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5348. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5349. if (src == bl)
  5350. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5351. else {
  5352. bl = src;
  5353. dstsd = sd;
  5354. }
  5355. }
  5356. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5357. heal = 0; //Needed so that it actually displays 0 when healing.
  5358. }
  5359. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5360. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5361. heal = ~heal + 1;
  5362. heal_get_jobexp = status_heal(bl,heal,0,0);
  5363. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5364. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5365. if (heal_get_jobexp <= 0)
  5366. heal_get_jobexp = 1;
  5367. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5368. }
  5369. }
  5370. break;
  5371. case PR_REDEMPTIO:
  5372. if (sd && !(flag&1)) {
  5373. if (sd->status.party_id == 0) {
  5374. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5375. break;
  5376. }
  5377. skill_area_temp[0] = 0;
  5378. party_foreachsamemap(skill_area_sub,
  5379. sd,skill_get_splash(skill_id, skill_lv),
  5380. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5381. skill_castend_nodamage_id);
  5382. if (skill_area_temp[0] == 0) {
  5383. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5384. break;
  5385. }
  5386. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5387. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5388. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5389. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5390. clif_updatestatus(sd,SP_BASEEXP);
  5391. clif_updatestatus(sd,SP_JOBEXP);
  5392. }
  5393. status_set_hp(src, 1, 0);
  5394. status_set_sp(src, 0, 0);
  5395. break;
  5396. } else if (status_isdead(bl) && flag&1) { //Revive
  5397. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5398. skill_lv = 3; //Resurrection level 3 is used
  5399. } else //Invalid target, skip resurrection.
  5400. break;
  5401. case ALL_RESURRECTION:
  5402. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5403. { //No reviving in WoE grounds!
  5404. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5405. break;
  5406. }
  5407. if (!status_isdead(bl))
  5408. break;
  5409. {
  5410. int per = 0, sper = 0;
  5411. if (tsc && tsc->data[SC_HELLPOWER])
  5412. break;
  5413. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5414. break;
  5415. switch(skill_lv){
  5416. case 1: per=10; break;
  5417. case 2: per=30; break;
  5418. case 3: per=50; break;
  5419. case 4: per=80; break;
  5420. }
  5421. if(dstsd && dstsd->special_state.restart_full_recover)
  5422. per = sper = 100;
  5423. if (status_revive(bl, per, sper))
  5424. {
  5425. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5426. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5427. {
  5428. int exp = 0,jexp = 0;
  5429. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5430. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5431. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5432. if (exp < 1) exp = 1;
  5433. }
  5434. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5435. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5436. if (jexp < 1) jexp = 1;
  5437. }
  5438. if(exp > 0 || jexp > 0)
  5439. pc_gainexp (sd, bl, exp, jexp, false);
  5440. }
  5441. }
  5442. }
  5443. break;
  5444. case AL_DECAGI:
  5445. case MER_DECAGI:
  5446. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5447. 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)));
  5448. break;
  5449. case AL_CRUCIS:
  5450. if (flag&1)
  5451. 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));
  5452. else {
  5453. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5454. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5455. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5456. }
  5457. break;
  5458. case PR_LEXDIVINA:
  5459. case MER_LEXDIVINA:
  5460. if (tsce)
  5461. status_change_end(bl, type, INVALID_TIMER);
  5462. else
  5463. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  5464. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5465. break;
  5466. case SA_ABRACADABRA:
  5467. if (!skill_abra_count) {
  5468. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5469. break;
  5470. }
  5471. else {
  5472. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5473. do {
  5474. i = rnd() % MAX_SKILL_ABRA_DB;
  5475. abra_skill_id = skill_abra_db[i].skill_id;
  5476. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5477. } while ( checked++ < checked_max &&
  5478. (abra_skill_id == 0 ||
  5479. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5480. if (!skill_get_index(abra_skill_id))
  5481. break;
  5482. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5483. if( sd )
  5484. {// player-casted
  5485. sd->state.abra_flag = 1;
  5486. sd->skillitem = abra_skill_id;
  5487. sd->skillitemlv = abra_skill_lv;
  5488. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5489. }
  5490. else
  5491. {// mob-casted
  5492. struct unit_data *ud = unit_bl2ud(src);
  5493. int inf = skill_get_inf(abra_skill_id);
  5494. if (!ud) break;
  5495. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5496. if (src->type == BL_PET)
  5497. bl = (struct block_list*)((TBL_PET*)src)->master;
  5498. if (!bl) bl = src;
  5499. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5500. } else { //Assume offensive skills
  5501. int target_id = 0;
  5502. if (ud->target)
  5503. target_id = ud->target;
  5504. else switch (src->type) {
  5505. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5506. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5507. }
  5508. if (!target_id)
  5509. break;
  5510. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5511. bl = map_id2bl(target_id);
  5512. if (!bl) bl = src;
  5513. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5514. } else
  5515. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5516. }
  5517. }
  5518. }
  5519. break;
  5520. case SA_COMA:
  5521. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5522. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5523. break;
  5524. case SA_FULLRECOVERY:
  5525. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5526. if (status_isimmune(bl))
  5527. break;
  5528. status_percent_heal(bl, 100, 100);
  5529. break;
  5530. case NPC_ALLHEAL:
  5531. {
  5532. int heal;
  5533. if( status_isimmune(bl) )
  5534. break;
  5535. heal = status_percent_heal(bl, 100, 0);
  5536. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5537. if( dstmd )
  5538. { // Reset Damage Logs
  5539. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5540. dstmd->tdmg = 0;
  5541. }
  5542. }
  5543. break;
  5544. case SA_SUMMONMONSTER:
  5545. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5546. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5547. break;
  5548. case SA_LEVELUP:
  5549. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5550. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5551. break;
  5552. case SA_INSTANTDEATH:
  5553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5554. status_kill(src);
  5555. break;
  5556. case SA_QUESTION:
  5557. clif_emotion(src,E_WHAT);
  5558. case SA_GRAVITY:
  5559. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5560. break;
  5561. case SA_CLASSCHANGE:
  5562. case SA_MONOCELL:
  5563. if (dstmd)
  5564. {
  5565. int class_;
  5566. if ( sd && dstmd->status.mode&MD_BOSS )
  5567. {
  5568. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5569. break;
  5570. }
  5571. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0));
  5572. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5573. mob_class_change(dstmd,class_);
  5574. if( tsc && dstmd->status.mode&MD_BOSS )
  5575. {
  5576. 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 };
  5577. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5578. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5579. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5580. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5581. }
  5582. }
  5583. break;
  5584. case SA_DEATH:
  5585. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5586. {
  5587. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5588. break;
  5589. }
  5590. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5591. status_kill(bl);
  5592. break;
  5593. case SA_REVERSEORCISH:
  5594. case ALL_REVERSEORCISH:
  5595. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5596. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5597. break;
  5598. case SA_FORTUNE:
  5599. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5600. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5601. break;
  5602. case SA_TAMINGMONSTER:
  5603. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5604. if (sd && dstmd) {
  5605. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5606. if( i < MAX_PET_DB )
  5607. pet_catch_process1(sd, dstmd->mob_id);
  5608. }
  5609. break;
  5610. case CR_PROVIDENCE:
  5611. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5612. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5613. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5614. map_freeblock_unlock();
  5615. return 1;
  5616. }
  5617. }
  5618. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5619. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5620. break;
  5621. case CG_MARIONETTE:
  5622. {
  5623. struct status_change* sc = status_get_sc(src);
  5624. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5625. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5627. map_freeblock_unlock();
  5628. return 1;
  5629. }
  5630. if( sc && tsc )
  5631. {
  5632. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5633. {
  5634. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5635. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5636. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5637. }
  5638. else
  5639. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5640. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5641. {
  5642. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5643. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5644. }
  5645. else
  5646. {
  5647. if( sd )
  5648. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5649. map_freeblock_unlock();
  5650. return 1;
  5651. }
  5652. }
  5653. }
  5654. break;
  5655. case RG_CLOSECONFINE:
  5656. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5657. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5658. break;
  5659. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5660. case SA_FROSTWEAPON:
  5661. case SA_LIGHTNINGLOADER:
  5662. case SA_SEISMICWEAPON:
  5663. if (dstsd) {
  5664. if(dstsd->status.weapon == W_FIST ||
  5665. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5666. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5667. dstsd->sc.data[SC_FIREWEAPON] ||
  5668. dstsd->sc.data[SC_WATERWEAPON] ||
  5669. dstsd->sc.data[SC_WINDWEAPON] ||
  5670. dstsd->sc.data[SC_EARTHWEAPON] ||
  5671. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5672. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5673. dstsd->sc.data[SC_ENCPOISON]
  5674. ))
  5675. ) {
  5676. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5677. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5678. break;
  5679. }
  5680. }
  5681. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5682. 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)))) {
  5683. if (sd)
  5684. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5685. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5686. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5687. }
  5688. break;
  5689. case PR_ASPERSIO:
  5690. if (sd && dstmd) {
  5691. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5692. break;
  5693. }
  5694. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5695. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5696. break;
  5697. case ITEM_ENCHANTARMS:
  5698. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5699. sc_start2(src,bl,type,100,skill_lv,
  5700. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5701. break;
  5702. case TK_SEVENWIND:
  5703. switch(skill_get_ele(skill_id,skill_lv)) {
  5704. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5705. case ELE_WIND : type = SC_WINDWEAPON; break;
  5706. case ELE_WATER : type = SC_WATERWEAPON; break;
  5707. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5708. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5709. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5710. case ELE_HOLY : type = SC_ASPERSIO; break;
  5711. }
  5712. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5713. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5714. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5715. break;
  5716. case PR_KYRIE:
  5717. case MER_KYRIE:
  5718. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5719. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5720. break;
  5721. //Passive Magnum, should had been casted on yourself.
  5722. case SM_MAGNUM:
  5723. case MS_MAGNUM:
  5724. skill_area_temp[1] = 0;
  5725. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5726. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5727. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5728. // Initiate 20% of your damage becomes fire element.
  5729. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5730. if( sd )
  5731. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5732. else if( bl->type == BL_MER )
  5733. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5734. break;
  5735. case TK_JUMPKICK:
  5736. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5737. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5738. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  5739. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5740. clif_blown(src);
  5741. }
  5742. } else
  5743. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5744. break;
  5745. case AL_INCAGI:
  5746. case AL_BLESSING:
  5747. case MER_INCAGI:
  5748. case MER_BLESSING:
  5749. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5750. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5751. break;
  5752. }
  5753. case PR_SLOWPOISON:
  5754. case PR_IMPOSITIO:
  5755. case PR_LEXAETERNA:
  5756. case PR_SUFFRAGIUM:
  5757. case PR_BENEDICTIO:
  5758. case LK_BERSERK:
  5759. case MS_BERSERK:
  5760. case KN_TWOHANDQUICKEN:
  5761. case KN_ONEHAND:
  5762. case MER_QUICKEN:
  5763. case CR_SPEARQUICKEN:
  5764. case CR_REFLECTSHIELD:
  5765. case MS_REFLECTSHIELD:
  5766. case AS_POISONREACT:
  5767. case MC_LOUD:
  5768. case MG_ENERGYCOAT:
  5769. case MO_EXPLOSIONSPIRITS:
  5770. case MO_STEELBODY:
  5771. case MO_BLADESTOP:
  5772. case LK_AURABLADE:
  5773. case LK_PARRYING:
  5774. case MS_PARRYING:
  5775. case LK_CONCENTRATION:
  5776. case WS_CARTBOOST:
  5777. case SN_SIGHT:
  5778. case WS_MELTDOWN:
  5779. case WS_OVERTHRUSTMAX:
  5780. case ST_REJECTSWORD:
  5781. case HW_MAGICPOWER:
  5782. case PF_MEMORIZE:
  5783. case PA_SACRIFICE:
  5784. case ASC_EDP:
  5785. case PF_DOUBLECASTING:
  5786. case SG_SUN_COMFORT:
  5787. case SG_MOON_COMFORT:
  5788. case SG_STAR_COMFORT:
  5789. case NPC_HALLUCINATION:
  5790. case GS_MADNESSCANCEL:
  5791. case GS_ADJUSTMENT:
  5792. case GS_INCREASING:
  5793. case NJ_KASUMIKIRI:
  5794. case NJ_UTSUSEMI:
  5795. case NJ_NEN:
  5796. case NPC_DEFENDER:
  5797. case NPC_MAGICMIRROR:
  5798. case ST_PRESERVE:
  5799. case NPC_INVINCIBLE:
  5800. case NPC_INVINCIBLEOFF:
  5801. case RK_DEATHBOUND:
  5802. case AB_RENOVATIO:
  5803. case AB_EXPIATIO:
  5804. case AB_DUPLELIGHT:
  5805. case AB_SECRAMENT:
  5806. case NC_ACCELERATION:
  5807. case NC_HOVERING:
  5808. case NC_SHAPESHIFT:
  5809. case WL_MARSHOFABYSS:
  5810. case WL_RECOGNIZEDSPELL:
  5811. case GC_VENOMIMPRESS:
  5812. case SC_DEADLYINFECT:
  5813. case LG_EXEEDBREAK:
  5814. case LG_PRESTIGE:
  5815. case SR_CRESCENTELBOW:
  5816. case SR_LIGHTNINGWALK:
  5817. case GN_CARTBOOST:
  5818. case KO_MEIKYOUSISUI:
  5819. case ALL_ODINS_POWER:
  5820. case ALL_FULL_THROTTLE:
  5821. case RA_UNLIMIT:
  5822. case WL_TELEKINESIS_INTENSE:
  5823. case RL_HEAT_BARREL:
  5824. case RL_P_ALTER:
  5825. case RL_E_CHAIN:
  5826. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5827. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5828. break;
  5829. case KN_AUTOCOUNTER:
  5830. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5831. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5832. break;
  5833. case SO_STRIKING:
  5834. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  5835. int bonus = 0;
  5836. if (dstsd) {
  5837. short index = dstsd->equip_index[EQI_HAND_R];
  5838. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  5839. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  5840. }
  5841. if (sd)
  5842. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  5843. 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)));
  5844. } else if (sd)
  5845. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  5846. break;
  5847. case NPC_STOP:
  5848. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5849. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5850. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5851. break;
  5852. case HP_ASSUMPTIO:
  5853. if( sd && dstmd )
  5854. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5855. else
  5856. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5857. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5858. break;
  5859. case MG_SIGHT:
  5860. case MER_SIGHT:
  5861. case AL_RUWACH:
  5862. case WZ_SIGHTBLASTER:
  5863. case NPC_WIDESIGHT:
  5864. case NPC_STONESKIN:
  5865. case NPC_ANTIMAGIC:
  5866. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5867. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5868. break;
  5869. case HLIF_AVOID:
  5870. case HAMI_DEFENCE:
  5871. i = skill_get_time(skill_id,skill_lv);
  5872. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5873. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5874. break;
  5875. case NJ_BUNSINJYUTSU:
  5876. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5877. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5878. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5879. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5880. break;
  5881. /* Was modified to only affect targetted char. [Skotlex]
  5882. case HP_ASSUMPTIO:
  5883. if (flag&1)
  5884. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5885. else
  5886. {
  5887. map_foreachinrange(skill_area_sub, bl,
  5888. skill_get_splash(skill_id, skill_lv), BL_PC,
  5889. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5890. skill_castend_nodamage_id);
  5891. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5892. }
  5893. break;
  5894. */
  5895. case SM_ENDURE:
  5896. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5897. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5898. break;
  5899. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5900. if (sd && dstsd && dstsd->sc.count) {
  5901. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5902. dstsd->sc.data[SC_WATERWEAPON] ||
  5903. dstsd->sc.data[SC_WINDWEAPON] ||
  5904. dstsd->sc.data[SC_EARTHWEAPON] ||
  5905. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5906. dstsd->sc.data[SC_GHOSTWEAPON]
  5907. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5908. ) {
  5909. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5910. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5911. break;
  5912. }
  5913. }
  5914. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5915. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5916. break;
  5917. case LK_TENSIONRELAX:
  5918. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5919. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5920. skill_get_time(skill_id,skill_lv)));
  5921. break;
  5922. case MC_CHANGECART:
  5923. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5924. break;
  5925. case MC_CARTDECORATE:
  5926. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5927. if( sd ) {
  5928. clif_SelectCart(sd);
  5929. }
  5930. break;
  5931. case TK_MISSION:
  5932. if (sd) {
  5933. int id;
  5934. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5935. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5936. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5937. break;
  5938. }
  5939. id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level);
  5940. if (!id) {
  5941. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5942. break;
  5943. }
  5944. sd->mission_mobid = id;
  5945. sd->mission_count = 0;
  5946. pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id);
  5947. clif_mission_info(sd, id, 0);
  5948. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5949. }
  5950. break;
  5951. case AC_CONCENTRATION:
  5952. {
  5953. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5954. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5955. map_foreachinrange( status_change_timer_sub, src,
  5956. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5957. src,NULL,type,tick);
  5958. }
  5959. break;
  5960. case SM_PROVOKE:
  5961. case SM_SELFPROVOKE:
  5962. case MER_PROVOKE:
  5963. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5964. {
  5965. map_freeblock_unlock();
  5966. return 1;
  5967. }
  5968. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5969. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5970. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5971. if( !i )
  5972. {
  5973. if( sd )
  5974. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5975. map_freeblock_unlock();
  5976. return 0;
  5977. }
  5978. unit_skillcastcancel(bl, 2);
  5979. if( tsc && tsc->count )
  5980. {
  5981. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5982. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5983. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5984. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5985. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5986. }
  5987. if( dstmd )
  5988. {
  5989. dstmd->state.provoke_flag = src->id;
  5990. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5991. }
  5992. break;
  5993. case ML_DEVOTION:
  5994. case CR_DEVOTION:
  5995. {
  5996. int count, lv;
  5997. if( !dstsd || (!sd && !mer) )
  5998. { // Only players can be devoted
  5999. if( sd )
  6000. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6001. break;
  6002. }
  6003. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6004. lv = -lv;
  6005. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6006. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6007. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6008. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6009. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  6010. {
  6011. if( sd )
  6012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6013. map_freeblock_unlock();
  6014. return 1;
  6015. }
  6016. i = 0;
  6017. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6018. if( sd )
  6019. { // Player Devoting Player
  6020. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6021. if( i == count )
  6022. {
  6023. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6024. if( i == count )
  6025. { // No free slots, skill Fail
  6026. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6027. map_freeblock_unlock();
  6028. return 1;
  6029. }
  6030. }
  6031. sd->devotion[i] = bl->id;
  6032. }
  6033. else
  6034. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6035. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6036. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src,skill_id,skill_lv), 0, skill_get_time2(skill_id, skill_lv)));
  6037. clif_devotion(src, NULL);
  6038. }
  6039. break;
  6040. case MO_CALLSPIRITS:
  6041. if(sd) {
  6042. int limit = skill_lv;
  6043. if( sd->sc.data[SC_RAISINGDRAGON] )
  6044. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6045. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6046. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6047. }
  6048. break;
  6049. case CH_SOULCOLLECT:
  6050. if(sd) {
  6051. int limit = 5;
  6052. if( sd->sc.data[SC_RAISINGDRAGON] )
  6053. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6054. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6055. for (i = 0; i < limit; i++)
  6056. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6057. }
  6058. break;
  6059. case MO_KITRANSLATION:
  6060. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6061. //Require will define how many spiritballs will be transferred
  6062. struct skill_condition require;
  6063. require = skill_get_requirement(sd,skill_id,skill_lv);
  6064. pc_delspiritball(sd,require.spiritball,0);
  6065. for (i = 0; i < require.spiritball; i++)
  6066. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6067. } else {
  6068. if(sd)
  6069. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6070. map_freeblock_unlock();
  6071. return 0;
  6072. }
  6073. break;
  6074. case TK_TURNKICK:
  6075. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6076. if (skill_area_temp[1] != bl->id) {
  6077. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  6078. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6079. }
  6080. break;
  6081. case MO_ABSORBSPIRITS:
  6082. i = 0;
  6083. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) &&
  6084. ((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]
  6085. if (dstsd->spiritball > 0) {
  6086. i = dstsd->spiritball * 7;
  6087. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6088. }
  6089. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6090. i += dstsd->spiritcharm * 7;
  6091. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6092. }
  6093. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6094. i = 2 * dstmd->level;
  6095. mob_target(dstmd,src,0);
  6096. }
  6097. if (i) status_heal(src, 0, i, 3);
  6098. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6099. break;
  6100. case AC_MAKINGARROW:
  6101. if(sd) {
  6102. clif_arrow_create_list(sd);
  6103. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6104. }
  6105. break;
  6106. case AM_PHARMACY:
  6107. if(sd) {
  6108. clif_skill_produce_mix_list(sd,skill_id,22);
  6109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6110. }
  6111. break;
  6112. case SA_CREATECON:
  6113. if(sd) {
  6114. clif_elementalconverter_list(sd);
  6115. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6116. }
  6117. break;
  6118. case BS_HAMMERFALL:
  6119. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6120. break;
  6121. case RG_RAID:
  6122. skill_area_temp[1] = 0;
  6123. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6124. map_foreachinrange(skill_area_sub, bl,
  6125. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6126. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6127. skill_castend_damage_id);
  6128. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6129. break;
  6130. //List of self skills that give damage around caster
  6131. case ASC_METEORASSAULT:
  6132. case GS_SPREADATTACK:
  6133. case RK_STORMBLAST:
  6134. case NC_AXETORNADO:
  6135. case GC_COUNTERSLASH:
  6136. case SR_SKYNETBLOW:
  6137. case SR_RAMPAGEBLASTER:
  6138. case SR_HOWLINGOFLION:
  6139. case KO_HAPPOKUNAI:
  6140. case RL_FIREDANCE:
  6141. case RL_R_TRIP:
  6142. skill_area_temp[1] = 0;
  6143. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6144. if (battle_config.skill_wall_check)
  6145. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6146. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6147. else
  6148. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6149. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6150. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6151. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6152. break;
  6153. case NC_EMERGENCYCOOL:
  6154. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6155. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6156. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6157. break;
  6158. case SR_WINDMILL:
  6159. case GN_CART_TORNADO:
  6160. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6161. case SR_EARTHSHAKER:
  6162. case NC_INFRAREDSCAN:
  6163. case NPC_EARTHQUAKE:
  6164. case NPC_VAMPIRE_GIFT:
  6165. case NPC_HELLJUDGEMENT:
  6166. case NPC_PULSESTRIKE:
  6167. case LG_MOONSLASHER:
  6168. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6169. break;
  6170. case KN_BRANDISHSPEAR:
  6171. case ML_BRANDISH:
  6172. {
  6173. skill_area_temp[1] = bl->id;
  6174. if(skill_lv >= 10)
  6175. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6176. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6177. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6178. skill_castend_damage_id);
  6179. if(skill_lv >= 7)
  6180. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6181. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6182. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6183. skill_castend_damage_id);
  6184. if(skill_lv >= 4)
  6185. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6186. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6187. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6188. skill_castend_damage_id);
  6189. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6190. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6191. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6192. skill_castend_damage_id);
  6193. }
  6194. break;
  6195. case WZ_SIGHTRASHER:
  6196. //Passive side of the attack.
  6197. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6198. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6199. map_foreachinrange(skill_area_sub,src,
  6200. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6201. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6202. skill_castend_damage_id);
  6203. break;
  6204. case WZ_FROSTNOVA:
  6205. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6206. skill_area_temp[1] = 0;
  6207. map_foreachinrange(skill_attack_area, src,
  6208. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6209. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6210. break;
  6211. case HVAN_EXPLOSION: //[orn]
  6212. case NPC_SELFDESTRUCTION:
  6213. //Self Destruction hits everyone in range (allies+enemies)
  6214. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6215. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6216. BCT_ENEMY:BCT_ALL;
  6217. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6218. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6219. map_foreachinrange(skill_area_sub, bl,
  6220. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6221. src, skill_id, skill_lv, tick, flag|i,
  6222. skill_castend_damage_id);
  6223. if(map_addblock(src))
  6224. return 1;
  6225. status_damage(src, src, sstatus->max_hp,0,0,1);
  6226. break;
  6227. case AL_ANGELUS:
  6228. case PR_MAGNIFICAT:
  6229. case PR_GLORIA:
  6230. case SN_WINDWALK:
  6231. case CASH_BLESSING:
  6232. case CASH_INCAGI:
  6233. case CASH_ASSUMPTIO:
  6234. case WM_FRIGG_SONG:
  6235. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6236. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6237. else if( sd )
  6238. 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);
  6239. break;
  6240. case MER_MAGNIFICAT:
  6241. if( mer != NULL )
  6242. {
  6243. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6244. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6245. 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);
  6246. else if( mer->master && !(flag&1) )
  6247. 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)));
  6248. }
  6249. break;
  6250. case BS_ADRENALINE:
  6251. case BS_ADRENALINE2:
  6252. case BS_WEAPONPERFECT:
  6253. case BS_OVERTHRUST:
  6254. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6255. int weapontype = skill_get_weapontype(skill_id);
  6256. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6257. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6258. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6259. }
  6260. } else if (sd) {
  6261. party_foreachsamemap(skill_area_sub,
  6262. sd,skill_get_splash(skill_id, skill_lv),
  6263. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6264. skill_castend_nodamage_id);
  6265. }
  6266. break;
  6267. case BS_MAXIMIZE:
  6268. case NV_TRICKDEAD:
  6269. case CR_DEFENDER:
  6270. case ML_DEFENDER:
  6271. case CR_AUTOGUARD:
  6272. case ML_AUTOGUARD:
  6273. case TK_READYSTORM:
  6274. case TK_READYDOWN:
  6275. case TK_READYTURN:
  6276. case TK_READYCOUNTER:
  6277. case TK_DODGE:
  6278. case CR_SHRINK:
  6279. case SG_FUSION:
  6280. case GS_GATLINGFEVER:
  6281. if( tsce )
  6282. {
  6283. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6284. map_freeblock_unlock();
  6285. return 0;
  6286. }
  6287. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6288. break;
  6289. case SL_KAITE:
  6290. case SL_KAAHI:
  6291. case SL_KAIZEL:
  6292. case SL_KAUPE:
  6293. if (sd) {
  6294. if (!dstsd || !(
  6295. (&sd->sc && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6296. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6297. dstsd->status.char_id == sd->status.char_id ||
  6298. dstsd->status.char_id == sd->status.partner_id ||
  6299. dstsd->status.char_id == sd->status.child
  6300. )) {
  6301. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6302. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6303. break;
  6304. }
  6305. }
  6306. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6307. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6308. break;
  6309. case SM_AUTOBERSERK:
  6310. case MER_AUTOBERSERK:
  6311. if( tsce )
  6312. i = status_change_end(bl, type, INVALID_TIMER);
  6313. else
  6314. i = sc_start(src,bl,type,100,skill_lv,60000);
  6315. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6316. break;
  6317. case TF_HIDING:
  6318. case ST_CHASEWALK:
  6319. case KO_YAMIKUMO:
  6320. if (tsce)
  6321. {
  6322. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6323. map_freeblock_unlock();
  6324. return 0;
  6325. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6326. //Mado Gear cannot hide
  6327. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6328. map_freeblock_unlock();
  6329. return 0;
  6330. }
  6331. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6332. break;
  6333. case TK_RUN:
  6334. if (tsce)
  6335. {
  6336. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6337. map_freeblock_unlock();
  6338. return 0;
  6339. }
  6340. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6341. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6342. clif_walkok(sd); // So aegis has to resend the walk ok.
  6343. break;
  6344. case AS_CLOAKING:
  6345. case GC_CLOAKINGEXCEED:
  6346. case LG_FORCEOFVANGUARD:
  6347. case SC_REPRODUCE:
  6348. case SC_INVISIBILITY:
  6349. case RA_CAMOUFLAGE:
  6350. if (tsce) {
  6351. i = status_change_end(bl, type, INVALID_TIMER);
  6352. if( i )
  6353. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6354. else if( sd )
  6355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6356. map_freeblock_unlock();
  6357. return 0;
  6358. }
  6359. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6360. if( i )
  6361. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6362. else if( sd )
  6363. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6364. break;
  6365. case BD_ADAPTATION:
  6366. if(tsc && tsc->data[SC_DANCING]){
  6367. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6368. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6369. }
  6370. break;
  6371. case BA_FROSTJOKER:
  6372. case DC_SCREAM:
  6373. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6374. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6375. if (md) {
  6376. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6377. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6378. char temp[70];
  6379. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6380. clif_disp_overhead(&md->bl,temp);
  6381. }
  6382. break;
  6383. case BA_PANGVOICE:
  6384. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6385. break;
  6386. case DC_WINKCHARM:
  6387. if( dstsd )
  6388. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6389. else
  6390. if( dstmd )
  6391. {
  6392. if( status_get_lv(src) > status_get_lv(bl)
  6393. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6394. && !(tstatus->mode&MD_BOSS) )
  6395. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6396. else
  6397. {
  6398. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6399. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6400. }
  6401. }
  6402. break;
  6403. case TF_STEAL:
  6404. if(sd) {
  6405. if(pc_steal_item(sd,bl,skill_lv))
  6406. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6407. else
  6408. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6409. }
  6410. break;
  6411. case RG_STEALCOIN:
  6412. if(sd) {
  6413. if(pc_steal_coin(sd,bl))
  6414. {
  6415. dstmd->state.provoke_flag = src->id;
  6416. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6417. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6418. }
  6419. else
  6420. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6421. }
  6422. break;
  6423. case MG_STONECURSE:
  6424. {
  6425. int brate = 0;
  6426. if (tstatus->mode&MD_BOSS) {
  6427. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6428. break;
  6429. }
  6430. if(status_isimmune(bl) || !tsc)
  6431. break;
  6432. if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION])
  6433. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6434. if (tsc && tsc->data[SC_STONE]) {
  6435. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6436. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6437. break;
  6438. }
  6439. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6440. skill_lv, src->id, 0, skill_get_time(skill_id, skill_lv),
  6441. skill_get_time2(skill_id,skill_lv)))
  6442. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6443. else if(sd) {
  6444. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6445. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6446. if (skill_lv > 5)
  6447. { // not to consume items
  6448. map_freeblock_unlock();
  6449. return 0;
  6450. }
  6451. }
  6452. }
  6453. break;
  6454. case NV_FIRSTAID:
  6455. clif_skill_nodamage(src,bl,skill_id,5,1);
  6456. status_heal(bl,5,0,0);
  6457. break;
  6458. case AL_CURE:
  6459. if(status_isimmune(bl)) {
  6460. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6461. break;
  6462. }
  6463. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6464. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6465. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6466. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6467. break;
  6468. case TF_DETOXIFY:
  6469. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6470. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6471. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6472. break;
  6473. case PR_STRECOVERY:
  6474. if(status_isimmune(bl)) {
  6475. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6476. break;
  6477. }
  6478. if (tsc && tsc->opt1) {
  6479. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6480. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6481. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6482. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6483. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6484. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6485. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6486. }
  6487. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  6488. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6489. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6490. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6491. if(dstmd)
  6492. mob_unlocktarget(dstmd,tick);
  6493. break;
  6494. // Mercenary Supportive Skills
  6495. case MER_BENEDICTION:
  6496. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6497. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6498. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6499. break;
  6500. case MER_COMPRESS:
  6501. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6502. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6503. break;
  6504. case MER_MENTALCURE:
  6505. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6506. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6507. break;
  6508. case MER_RECUPERATE:
  6509. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6510. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6511. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6512. break;
  6513. case MER_REGAIN:
  6514. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6515. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6516. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6517. break;
  6518. case MER_TENDER:
  6519. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6520. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6521. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6522. break;
  6523. case MER_SCAPEGOAT:
  6524. if( mer && mer->master )
  6525. {
  6526. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6527. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6528. }
  6529. break;
  6530. case MER_ESTIMATION:
  6531. if( !mer )
  6532. break;
  6533. sd = mer->master;
  6534. case WZ_ESTIMATION:
  6535. if( sd == NULL )
  6536. break;
  6537. if( dstsd )
  6538. { // Fail on Players
  6539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6540. break;
  6541. }
  6542. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6543. break; // Cannot be Used on Emperium
  6544. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6545. clif_skill_estimation(sd, bl);
  6546. if( skill_id == MER_ESTIMATION )
  6547. sd = NULL;
  6548. break;
  6549. case BS_REPAIRWEAPON:
  6550. if(sd && dstsd)
  6551. clif_item_repair_list(sd,dstsd,skill_lv);
  6552. break;
  6553. case MC_IDENTIFY:
  6554. if(sd) {
  6555. clif_item_identify_list(sd);
  6556. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6557. map_freeblock_unlock();
  6558. return 1;
  6559. }
  6560. else { // consume sp only if succeeded
  6561. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6562. status_zap(src,0,req.sp);
  6563. }
  6564. }
  6565. break;
  6566. // Weapon Refining [Celest]
  6567. case WS_WEAPONREFINE:
  6568. if(sd)
  6569. clif_item_refine_list(sd);
  6570. break;
  6571. case MC_VENDING:
  6572. if(sd)
  6573. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6574. if ( !pc_can_give_items(sd) )
  6575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6576. else {
  6577. sd->state.prevend = 1;
  6578. clif_openvendingreq(sd,2+skill_lv);
  6579. }
  6580. }
  6581. break;
  6582. case AL_TELEPORT:
  6583. case ALL_ODINS_RECALL:
  6584. if(sd)
  6585. {
  6586. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6587. clif_skill_teleportmessage(sd,0);
  6588. break;
  6589. }
  6590. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6591. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6592. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6593. break;
  6594. }
  6595. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6596. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6597. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6598. {
  6599. if( skill_lv == 1 )
  6600. pc_randomwarp(sd,CLR_TELEPORT);
  6601. else
  6602. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6603. break;
  6604. }
  6605. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6606. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6607. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6608. else
  6609. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6610. } else
  6611. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6612. break;
  6613. case NPC_EXPULSION:
  6614. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6615. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6616. break;
  6617. case AL_HOLYWATER:
  6618. if(sd) {
  6619. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1))
  6620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6621. else
  6622. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6623. }
  6624. break;
  6625. case TF_PICKSTONE:
  6626. if(sd) {
  6627. unsigned char eflag;
  6628. struct item item_tmp;
  6629. struct block_list tbl;
  6630. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6631. memset(&item_tmp,0,sizeof(item_tmp));
  6632. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6633. item_tmp.nameid = ITEMID_STONE;
  6634. item_tmp.identify = 1;
  6635. tbl.id = 0;
  6636. // Commented because of duplicate animation [Lemongrass]
  6637. // At the moment this displays the pickup animation a second time
  6638. // If this is required in older clients, we need to add a version check here
  6639. //clif_takeitem(&sd->bl,&tbl);
  6640. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6641. if(eflag) {
  6642. clif_additem(sd,0,0,eflag);
  6643. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6644. }
  6645. }
  6646. break;
  6647. case ASC_CDP:
  6648. if(sd) {
  6649. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6650. skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a Poison Bottle.
  6651. }
  6652. break;
  6653. case RG_STRIPWEAPON:
  6654. case RG_STRIPSHIELD:
  6655. case RG_STRIPARMOR:
  6656. case RG_STRIPHELM:
  6657. case ST_FULLSTRIP:
  6658. case GC_WEAPONCRUSH:
  6659. case SC_STRIPACCESSARY: {
  6660. unsigned short location = 0;
  6661. int d = 0;
  6662. //Rate in percent
  6663. if ( skill_id == ST_FULLSTRIP ) {
  6664. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6665. } else if( skill_id == SC_STRIPACCESSARY ) {
  6666. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6667. } else {
  6668. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6669. }
  6670. if (i < 5) i = 5; //Minimum rate 5%
  6671. //Duration in ms
  6672. if( skill_id == GC_WEAPONCRUSH){
  6673. d = skill_get_time(skill_id,skill_lv);
  6674. if(bl->type == BL_PC)
  6675. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6676. else
  6677. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6678. }else
  6679. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6680. if (d < 0) d = 0; //Minimum duration 0ms
  6681. switch (skill_id) {
  6682. case RG_STRIPWEAPON:
  6683. case GC_WEAPONCRUSH:
  6684. location = EQP_WEAPON;
  6685. break;
  6686. case RG_STRIPSHIELD:
  6687. location = EQP_SHIELD;
  6688. break;
  6689. case RG_STRIPARMOR:
  6690. location = EQP_ARMOR;
  6691. break;
  6692. case RG_STRIPHELM:
  6693. location = EQP_HELM;
  6694. break;
  6695. case ST_FULLSTRIP:
  6696. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6697. break;
  6698. case SC_STRIPACCESSARY:
  6699. location = EQP_ACC;
  6700. break;
  6701. }
  6702. //Special message when trying to use strip on FCP [Jobbie]
  6703. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  6704. {
  6705. clif_gospel_info(sd, 0x28);
  6706. break;
  6707. }
  6708. //Attempts to strip at rate i and duration d
  6709. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6710. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6711. //Nothing stripped.
  6712. if( sd && !i )
  6713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6714. break;
  6715. }
  6716. case AM_BERSERKPITCHER:
  6717. case AM_POTIONPITCHER:
  6718. {
  6719. int j,hp = 0,sp = 0;
  6720. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6721. map_freeblock_unlock();
  6722. return 1;
  6723. }
  6724. if( sd ) {
  6725. int x,bonus=100;
  6726. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6727. x = skill_lv%11 - 1;
  6728. j = pc_search_inventory(sd, require.itemid[x]);
  6729. if (j < 0 || require.itemid[x] <= 0) {
  6730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6731. map_freeblock_unlock();
  6732. return 1;
  6733. }
  6734. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6735. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6736. map_freeblock_unlock();
  6737. return 1;
  6738. }
  6739. if( skill_id == AM_BERSERKPITCHER ) {
  6740. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6741. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6742. map_freeblock_unlock();
  6743. return 1;
  6744. }
  6745. }
  6746. potion_flag = 1;
  6747. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6748. potion_target = bl->id;
  6749. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6750. potion_flag = potion_target = 0;
  6751. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6752. bonus += sd->status.base_level;
  6753. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6754. hp = tstatus->max_hp * potion_per_hp / 100;
  6755. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6756. if( dstsd ) {
  6757. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6758. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6759. }
  6760. } else {
  6761. if( potion_hp > 0 ) {
  6762. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6763. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6764. if( dstsd )
  6765. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6766. }
  6767. if( potion_sp > 0 ) {
  6768. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6769. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6770. if( dstsd )
  6771. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6772. }
  6773. }
  6774. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6775. hp += hp * bonus / 100;
  6776. sp += sp * bonus / 100;
  6777. }
  6778. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6779. hp += hp * j / 100;
  6780. sp += sp * j / 100;
  6781. }
  6782. } else {
  6783. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6784. switch (skill_lv) {
  6785. case 1: hp = 45; break;
  6786. case 2: hp = 105; break;
  6787. case 3: hp = 175; break;
  6788. default: hp = 325; break;
  6789. }
  6790. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6791. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6792. if( dstsd )
  6793. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6794. }
  6795. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6796. hp += hp * j / 100;
  6797. sp += sp * j / 100;
  6798. }
  6799. if (tsc && tsc->count) {
  6800. uint8 penalty = 0;
  6801. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6802. hp += hp / 10;
  6803. sp += sp / 10;
  6804. }
  6805. if (tsc->data[SC_CRITICALWOUND])
  6806. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  6807. if (tsc->data[SC_DEATHHURT])
  6808. penalty += 20;
  6809. if (tsc->data[SC_NORECOVER_STATE])
  6810. penalty = 100;
  6811. if (penalty > 0) {
  6812. hp -= hp * penalty / 100;
  6813. sp -= sp * penalty / 100;
  6814. }
  6815. }
  6816. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6817. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6818. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6819. if( sp > 0 )
  6820. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6821. if (tsc) {
  6822. #ifdef RENEWAL
  6823. if (tsc->data[SC_EXTREMITYFIST2])
  6824. sp = 0;
  6825. #endif
  6826. if (tsc->data[SC_NORECOVER_STATE]) {
  6827. hp = 0;
  6828. sp = 0;
  6829. }
  6830. }
  6831. status_heal(bl,hp,sp,0);
  6832. }
  6833. break;
  6834. case AM_CP_WEAPON:
  6835. case AM_CP_SHIELD:
  6836. case AM_CP_ARMOR:
  6837. case AM_CP_HELM:
  6838. {
  6839. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6840. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6842. map_freeblock_unlock(); // Don't consume item requirements
  6843. return 0;
  6844. }
  6845. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6846. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6847. }
  6848. break;
  6849. case AM_TWILIGHT1:
  6850. if (sd) {
  6851. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6852. //Prepare 200 White Potions.
  6853. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  6854. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6855. }
  6856. break;
  6857. case AM_TWILIGHT2:
  6858. if (sd) {
  6859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6860. //Prepare 200 Slim White Potions.
  6861. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  6862. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6863. }
  6864. break;
  6865. case AM_TWILIGHT3:
  6866. if (sd) {
  6867. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6868. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  6869. if( ebottle >= 0 )
  6870. ebottle = sd->status.inventory[ebottle].amount;
  6871. //check if you can produce all three, if not, then fail:
  6872. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  6873. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  6874. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  6875. || ebottle < 200 //200 empty bottle are required at total.
  6876. ) {
  6877. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6878. break;
  6879. }
  6880. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6881. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  6882. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  6883. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  6884. }
  6885. break;
  6886. case SA_DISPELL:
  6887. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  6888. 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))
  6889. break; // Outside PvP it should only affect party members and no skill fail message
  6890. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6891. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6892. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6893. || rnd()%100 >= 50+10*skill_lv)
  6894. {
  6895. if (sd)
  6896. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6897. break;
  6898. }
  6899. if(status_isimmune(bl))
  6900. break;
  6901. //Remove bonus_script by Dispell
  6902. if (dstsd)
  6903. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  6904. if(!tsc || !tsc->count)
  6905. break;
  6906. for(i=0;i<SC_MAX;i++) {
  6907. if (!tsc->data[i])
  6908. continue;
  6909. switch (i) {
  6910. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6911. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6912. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6913. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6914. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6915. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6916. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6917. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  6918. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  6919. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6920. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6921. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6922. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6923. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6924. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6925. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6926. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6927. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6928. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6929. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6930. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6931. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6932. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6933. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6934. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6935. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6936. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6937. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6938. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6939. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6940. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6941. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6942. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6943. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6944. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  6945. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  6946. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  6947. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  6948. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  6949. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  6950. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  6951. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6952. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6953. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  6954. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  6955. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  6956. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER:
  6957. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  6958. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  6959. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  6960. #ifdef RENEWAL
  6961. case SC_EXTREMITYFIST2:
  6962. #endif
  6963. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  6964. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  6965. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  6966. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  6967. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  6968. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  6969. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  6970. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  6971. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  6972. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  6973. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  6974. continue;
  6975. //bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6976. case SC_WHISTLE:
  6977. case SC_ASSNCROS:
  6978. case SC_POEMBRAGI:
  6979. case SC_APPLEIDUN:
  6980. case SC_HUMMING:
  6981. case SC_DONTFORGETME:
  6982. case SC_FORTUNE:
  6983. case SC_SERVICE4U:
  6984. if(tsc->data[i]->val4==0)
  6985. continue; //if in song-area don't end it
  6986. break;
  6987. case SC_ASSUMPTIO:
  6988. if( bl->type == BL_MOB )
  6989. continue;
  6990. break;
  6991. }
  6992. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6993. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6994. }
  6995. break;
  6996. }
  6997. //Affect all targets on splash area.
  6998. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6999. src, skill_id, skill_lv, tick, flag|1,
  7000. skill_castend_damage_id);
  7001. break;
  7002. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7003. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7004. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),2);
  7005. break;
  7006. case TK_HIGHJUMP:
  7007. {
  7008. int x,y, dir = unit_getdir(src);
  7009. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7010. if( map[src->m].flag.noteleport &&
  7011. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  7012. ) {
  7013. x = src->x;
  7014. y = src->y;
  7015. } else {
  7016. x = src->x + dirx[dir]*skill_lv*2;
  7017. y = src->y + diry[dir]*skill_lv*2;
  7018. }
  7019. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7020. 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))
  7021. clif_blown(src);
  7022. }
  7023. break;
  7024. case SA_CASTCANCEL:
  7025. case SO_SPELLFIST:
  7026. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7027. unit_skillcastcancel(src,1);
  7028. if(sd) {
  7029. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7030. if( skill_id == SO_SPELLFIST ){
  7031. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  7032. sd->skill_id_old = sd->skill_lv_old = 0;
  7033. break;
  7034. }
  7035. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7036. if(sp < 0) sp = 0;
  7037. status_zap(src, 0, sp);
  7038. }
  7039. break;
  7040. case SA_SPELLBREAKER:
  7041. {
  7042. int sp;
  7043. if(tsc && tsc->data[SC_MAGICROD]) {
  7044. sp = skill_get_sp(skill_id,skill_lv);
  7045. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7046. if(sp < 1) sp = 1;
  7047. status_heal(bl,0,sp,2);
  7048. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7049. } else {
  7050. struct unit_data *ud = unit_bl2ud(bl);
  7051. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7052. if (!ud || ud->skilltimer == INVALID_TIMER)
  7053. break; //Nothing to cancel.
  7054. bl_skill_id = ud->skill_id;
  7055. bl_skill_lv = ud->skill_lv;
  7056. if (tstatus->mode & MD_BOSS)
  7057. { //Only 10% success chance against bosses. [Skotlex]
  7058. if (rnd()%100 < 90)
  7059. {
  7060. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7061. break;
  7062. }
  7063. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7064. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7065. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7066. unit_skillcastcancel(bl,0);
  7067. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7068. status_zap(bl, hp, sp);
  7069. if (hp && skill_lv >= 5)
  7070. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7071. else
  7072. hp = 0;
  7073. if (sp) //Recover some of the SP used
  7074. sp = sp*(25*(skill_lv-1))/100;
  7075. if(hp || sp)
  7076. status_heal(src, hp, sp, 2);
  7077. }
  7078. }
  7079. break;
  7080. case SA_MAGICROD:
  7081. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7082. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7083. break;
  7084. case SA_AUTOSPELL:
  7085. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7086. if(sd)
  7087. clif_autospell(sd,skill_lv);
  7088. else {
  7089. int maxlv=1,spellid=0;
  7090. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7091. if(skill_lv >= 10) {
  7092. spellid = MG_FROSTDIVER;
  7093. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7094. // maxlv = 10;
  7095. // else
  7096. maxlv = skill_lv - 9;
  7097. }
  7098. else if(skill_lv >=8) {
  7099. spellid = MG_FIREBALL;
  7100. maxlv = skill_lv - 7;
  7101. }
  7102. else if(skill_lv >=5) {
  7103. spellid = MG_SOULSTRIKE;
  7104. maxlv = skill_lv - 4;
  7105. }
  7106. else if(skill_lv >=2) {
  7107. int i_rnd = rnd()%3;
  7108. spellid = spellarray[i_rnd];
  7109. maxlv = skill_lv - 1;
  7110. }
  7111. else if(skill_lv > 0) {
  7112. spellid = MG_NAPALMBEAT;
  7113. maxlv = 3;
  7114. }
  7115. if(spellid > 0)
  7116. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7117. skill_get_time(SA_AUTOSPELL,skill_lv));
  7118. }
  7119. break;
  7120. case BS_GREED:
  7121. if(sd){
  7122. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7123. map_foreachinrange(skill_greed,bl,
  7124. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7125. }
  7126. break;
  7127. case SA_ELEMENTWATER:
  7128. case SA_ELEMENTFIRE:
  7129. case SA_ELEMENTGROUND:
  7130. case SA_ELEMENTWIND:
  7131. if(sd && !dstmd) //Only works on monsters.
  7132. break;
  7133. if(tstatus->mode&MD_BOSS)
  7134. break;
  7135. case NPC_ATTRICHANGE:
  7136. case NPC_CHANGEWATER:
  7137. case NPC_CHANGEGROUND:
  7138. case NPC_CHANGEFIRE:
  7139. case NPC_CHANGEWIND:
  7140. case NPC_CHANGEPOISON:
  7141. case NPC_CHANGEHOLY:
  7142. case NPC_CHANGEDARKNESS:
  7143. case NPC_CHANGETELEKINESIS:
  7144. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7145. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7146. skill_get_time(skill_id, skill_lv)));
  7147. break;
  7148. case NPC_CHANGEUNDEAD:
  7149. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7150. //TO-DO This is ugly, fix it
  7151. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7152. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7153. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7154. skill_get_time(skill_id, skill_lv)));
  7155. break;
  7156. case NPC_PROVOCATION:
  7157. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7158. if (md) mob_unlocktarget(md, tick);
  7159. break;
  7160. case NPC_KEEPING:
  7161. case NPC_BARRIER:
  7162. {
  7163. int skill_time = skill_get_time(skill_id,skill_lv);
  7164. struct unit_data *ud = unit_bl2ud(bl);
  7165. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7166. sc_start(src,bl,type,100,skill_lv,skill_time))
  7167. && ud) { //Disable attacking/acting/moving for skill's duration.
  7168. ud->attackabletime =
  7169. ud->canact_tick =
  7170. ud->canmove_tick = tick + skill_time;
  7171. }
  7172. }
  7173. break;
  7174. case NPC_REBIRTH:
  7175. if( md && md->state.rebirth )
  7176. break; // only works once
  7177. sc_start(src,bl,type,100,skill_lv,-1);
  7178. break;
  7179. case NPC_DARKBLESSING:
  7180. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7181. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7182. break;
  7183. case NPC_LICK:
  7184. status_zap(bl, 0, 100);
  7185. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7186. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7187. break;
  7188. case NPC_SUICIDE:
  7189. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7190. status_kill(src); //When suiciding, neither exp nor drops is given.
  7191. break;
  7192. case NPC_SUMMONSLAVE:
  7193. case NPC_SUMMONMONSTER:
  7194. if(md && md->skill_idx >= 0)
  7195. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7196. break;
  7197. case NPC_CALLSLAVE:
  7198. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7199. break;
  7200. case NPC_RANDOMMOVE:
  7201. if (md) {
  7202. md->next_walktime = tick - 1;
  7203. mob_randomwalk(md,tick);
  7204. }
  7205. break;
  7206. case NPC_SPEEDUP:
  7207. {
  7208. // or does it increase casting rate? just a guess xD
  7209. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7210. if (i_type > SC_ASPDPOTION3)
  7211. i_type = SC_ASPDPOTION3;
  7212. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7213. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7214. }
  7215. break;
  7216. case NPC_REVENGE:
  7217. // not really needed... but adding here anyway ^^
  7218. if (md && md->master_id > 0) {
  7219. struct block_list *mbl, *tbl;
  7220. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7221. (tbl = battle_gettargeted(mbl)) == NULL)
  7222. break;
  7223. md->state.provoke_flag = tbl->id;
  7224. mob_target(md, tbl, sstatus->rhw.range);
  7225. }
  7226. break;
  7227. case NPC_RUN:
  7228. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7229. mob_unlocktarget(md, tick);
  7230. break;
  7231. case NPC_TRANSFORMATION:
  7232. case NPC_METAMORPHOSIS:
  7233. if(md && md->skill_idx >= 0) {
  7234. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7235. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7236. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7237. if (class_) mob_class_change(md, class_);
  7238. }
  7239. break;
  7240. case NPC_EMOTION_ON:
  7241. case NPC_EMOTION:
  7242. //val[0] is the emotion to use.
  7243. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7244. //val[1] 'sets' the mode
  7245. //val[2] adds to the current mode
  7246. //val[3] removes from the current mode
  7247. //val[4] if set, asks to delete the previous mode change.
  7248. if(md && md->skill_idx >= 0 && tsc)
  7249. {
  7250. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7251. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7252. status_change_end(bl, type, INVALID_TIMER);
  7253. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7254. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7255. mob_unlocktarget(md,tick);
  7256. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7257. sc_start4(src,src, type, 100, skill_lv,
  7258. md->db->skill[md->skill_idx].val[1],
  7259. md->db->skill[md->skill_idx].val[2],
  7260. md->db->skill[md->skill_idx].val[3],
  7261. skill_get_time(skill_id, skill_lv));
  7262. }
  7263. break;
  7264. case NPC_POWERUP:
  7265. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7266. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7267. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7268. break;
  7269. case NPC_AGIUP:
  7270. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7271. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7272. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7273. break;
  7274. case NPC_INVISIBLE:
  7275. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7276. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7277. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7278. break;
  7279. case NPC_SIEGEMODE:
  7280. // not sure what it does
  7281. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7282. break;
  7283. case WE_MALE: {
  7284. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  7285. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  7286. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7287. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7288. }
  7289. }
  7290. break;
  7291. case WE_FEMALE: {
  7292. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  7293. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  7294. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7295. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7296. }
  7297. }
  7298. break;
  7299. // parent-baby skills
  7300. case WE_BABY:
  7301. if(sd){
  7302. struct map_session_data *f_sd = pc_get_father(sd);
  7303. struct map_session_data *m_sd = pc_get_mother(sd);
  7304. if( (!f_sd && !m_sd) // if neither was found
  7305. || (sd->status.party_id != 0 && //not in same party
  7306. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7307. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7308. ))
  7309. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7310. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7311. ) {
  7312. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7313. map_freeblock_unlock();
  7314. return 0;
  7315. }
  7316. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7317. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7318. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7319. }
  7320. break;
  7321. case PF_HPCONVERSION:
  7322. {
  7323. int hp, sp;
  7324. hp = sstatus->max_hp/10;
  7325. sp = hp * 10 * skill_lv / 100;
  7326. if (!status_charge(src,hp,0)) {
  7327. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7328. break;
  7329. }
  7330. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7331. status_heal(bl,0,sp,2);
  7332. }
  7333. break;
  7334. case MA_REMOVETRAP:
  7335. case HT_REMOVETRAP:
  7336. {
  7337. struct skill_unit* su;
  7338. struct skill_unit_group* sg = NULL;
  7339. su = BL_CAST(BL_SKILL, bl);
  7340. // Mercenaries can remove any trap
  7341. // Players can only remove their own traps or traps on Vs maps.
  7342. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  7343. {
  7344. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7345. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7346. { // prevent picking up expired traps
  7347. if( battle_config.skill_removetrap_type )
  7348. { // get back all items used to deploy the trap
  7349. for( i = 0; i < 10; i++ )
  7350. {
  7351. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7352. {
  7353. int flag2;
  7354. struct item item_tmp;
  7355. memset(&item_tmp,0,sizeof(item_tmp));
  7356. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7357. item_tmp.identify = 1;
  7358. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7359. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7360. clif_additem(sd,0,0,flag2);
  7361. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7362. }
  7363. }
  7364. }
  7365. }
  7366. else
  7367. { // get back 1 trap
  7368. struct item item_tmp;
  7369. memset(&item_tmp,0,sizeof(item_tmp));
  7370. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7371. item_tmp.identify = 1;
  7372. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7373. {
  7374. clif_additem(sd,0,0,flag);
  7375. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7376. }
  7377. }
  7378. }
  7379. skill_delunit(su);
  7380. }else if(sd)
  7381. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7382. }
  7383. break;
  7384. case HT_SPRINGTRAP:
  7385. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7386. {
  7387. struct skill_unit *su=NULL;
  7388. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7389. switch(su->group->unit_id){
  7390. case UNT_ANKLESNARE: // ankle snare
  7391. if (su->group->val2 != 0)
  7392. // if it is already trapping something don't spring it,
  7393. // remove trap should be used instead
  7394. break;
  7395. // otherwise fallthrough to below
  7396. case UNT_BLASTMINE:
  7397. case UNT_SKIDTRAP:
  7398. case UNT_LANDMINE:
  7399. case UNT_SHOCKWAVE:
  7400. case UNT_SANDMAN:
  7401. case UNT_FLASHER:
  7402. case UNT_FREEZINGTRAP:
  7403. case UNT_CLAYMORETRAP:
  7404. case UNT_TALKIEBOX:
  7405. su->group->unit_id = UNT_USED_TRAPS;
  7406. clif_changetraplook(bl, UNT_USED_TRAPS);
  7407. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7408. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7409. }
  7410. }
  7411. }
  7412. break;
  7413. case BD_ENCORE:
  7414. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7415. if(sd)
  7416. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7417. break;
  7418. case AS_SPLASHER:
  7419. if(tstatus->mode&MD_BOSS
  7420. // Renewal dropped the 3/4 hp requirement
  7421. #ifndef RENEWAL
  7422. || tstatus-> hp > tstatus->max_hp*3/4
  7423. #endif
  7424. ) {
  7425. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7426. map_freeblock_unlock();
  7427. return 1;
  7428. }
  7429. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7430. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7431. #ifndef RENEWAL
  7432. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7433. #endif
  7434. break;
  7435. case PF_MINDBREAKER:
  7436. {
  7437. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7438. {
  7439. map_freeblock_unlock();
  7440. return 1;
  7441. }
  7442. if (tsce)
  7443. { //HelloKitty2 (?) explained that this silently fails when target is
  7444. //already inflicted. [Skotlex]
  7445. map_freeblock_unlock();
  7446. return 1;
  7447. }
  7448. //Has a 55% + skill_lv*5% success chance.
  7449. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7450. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7451. {
  7452. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7453. map_freeblock_unlock();
  7454. return 0;
  7455. }
  7456. unit_skillcastcancel(bl,0);
  7457. if(tsc && tsc->count){
  7458. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7459. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7460. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7461. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7462. }
  7463. if(dstmd)
  7464. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7465. }
  7466. break;
  7467. case PF_SOULCHANGE:
  7468. {
  7469. unsigned int sp1 = 0, sp2 = 0;
  7470. if (dstmd) {
  7471. if (dstmd->state.soul_change_flag) {
  7472. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7473. break;
  7474. }
  7475. dstmd->state.soul_change_flag = 1;
  7476. sp2 = sstatus->max_sp * 3 /100;
  7477. status_heal(src, 0, sp2, 2);
  7478. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7479. break;
  7480. }
  7481. sp1 = sstatus->sp;
  7482. sp2 = tstatus->sp;
  7483. #ifdef RENEWAL
  7484. sp1 = sp1 / 2;
  7485. sp2 = sp2 / 2;
  7486. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  7487. sp1 = tstatus->sp;
  7488. #endif
  7489. if (tsc && tsc->data[SC_NORECOVER_STATE])
  7490. sp1 = tstatus->sp;
  7491. status_set_sp(src, sp2, 3);
  7492. status_set_sp(bl, sp1, 3);
  7493. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7494. }
  7495. break;
  7496. // Slim Pitcher
  7497. case CR_SLIMPITCHER:
  7498. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7499. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARDIAN_STONE2)) )
  7500. break;
  7501. if (potion_hp || potion_sp) {
  7502. int hp = potion_hp, sp = potion_sp;
  7503. hp = hp * (100 + (tstatus->vit<<1))/100;
  7504. sp = sp * (100 + (tstatus->int_<<1))/100;
  7505. if (dstsd) {
  7506. if (hp)
  7507. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7508. if (sp)
  7509. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7510. }
  7511. if (tsc && tsc->count) {
  7512. uint8 penalty = 0;
  7513. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7514. hp += hp / 10;
  7515. sp += sp / 10;
  7516. }
  7517. if (tsc->data[SC_CRITICALWOUND])
  7518. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7519. if (tsc->data[SC_DEATHHURT])
  7520. penalty += 20;
  7521. if (tsc->data[SC_NORECOVER_STATE])
  7522. penalty = 100;
  7523. if (penalty > 0) {
  7524. hp -= hp * penalty / 100;
  7525. sp -= sp * penalty / 100;
  7526. }
  7527. }
  7528. if(hp > 0)
  7529. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7530. if(sp > 0)
  7531. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7532. status_heal(bl,hp,sp,0);
  7533. }
  7534. break;
  7535. // Full Chemical Protection
  7536. case CR_FULLPROTECTION:
  7537. {
  7538. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7539. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7540. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7541. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7542. continue;
  7543. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7544. s++;
  7545. }
  7546. if( sd && !s ){
  7547. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7548. map_freeblock_unlock(); // Don't consume item requirements
  7549. return 0;
  7550. }
  7551. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7552. }
  7553. break;
  7554. case RG_CLEANER: //AppleGirl
  7555. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7556. break;
  7557. case CG_LONGINGFREEDOM:
  7558. {
  7559. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7560. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7561. {
  7562. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7563. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7564. }
  7565. }
  7566. break;
  7567. case CG_TAROTCARD:
  7568. {
  7569. int count = -1;
  7570. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7571. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7572. if( sd )
  7573. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7574. map_freeblock_unlock();
  7575. return 0;
  7576. }
  7577. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7578. do {
  7579. int eff = rnd() % 14;
  7580. clif_specialeffect(bl, 523 + eff, AREA);
  7581. switch (eff)
  7582. {
  7583. case 0: // heals SP to 0
  7584. status_percent_damage(src, bl, 0, 100, false);
  7585. break;
  7586. case 1: // matk halved
  7587. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7588. break;
  7589. case 2: // all buffs removed
  7590. status_change_clear_buffs(bl,1);
  7591. break;
  7592. case 3: // 1000 damage, random armor destroyed
  7593. {
  7594. status_fix_damage(src, bl, 1000, 0);
  7595. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0);
  7596. if( !status_isdead(bl) ) {
  7597. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7598. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7599. }
  7600. }
  7601. break;
  7602. case 4: // atk halved
  7603. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7604. break;
  7605. case 5: // 2000HP heal, random teleported
  7606. status_heal(src, 2000, 0, 0);
  7607. if( !map_flag_vs(bl->m) )
  7608. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7609. break;
  7610. case 6: // random 2 other effects
  7611. if (count == -1)
  7612. count = 3;
  7613. else
  7614. count++; //Should not retrigger this one.
  7615. break;
  7616. case 7: // stop freeze or stoned
  7617. {
  7618. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7619. uint8 rand_eff = rnd()%3;
  7620. sc_start2(src,bl,sc[rand_eff],100,skill_lv,(rand_eff == 2 ? src->id : 0),skill_get_time2(skill_id,skill_lv));
  7621. }
  7622. break;
  7623. case 8: // curse coma and poison
  7624. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7625. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7626. sc_start2(src,bl,SC_POISON,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7627. break;
  7628. case 9: // confusion
  7629. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7630. break;
  7631. case 10: // 6666 damage, atk matk halved, cursed
  7632. status_fix_damage(src, bl, 6666, 0);
  7633. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0);
  7634. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7635. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7636. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7637. break;
  7638. case 11: // 4444 damage
  7639. status_fix_damage(src, bl, 4444, 0);
  7640. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0);
  7641. break;
  7642. case 12: // stun
  7643. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7644. break;
  7645. case 13: // atk,matk,hit,flee,def reduced
  7646. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7647. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7648. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7649. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7650. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7651. break;
  7652. default:
  7653. break;
  7654. }
  7655. } while ((--count) > 0);
  7656. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7657. }
  7658. break;
  7659. case SL_ALCHEMIST:
  7660. case SL_ASSASIN:
  7661. case SL_BARDDANCER:
  7662. case SL_BLACKSMITH:
  7663. case SL_CRUSADER:
  7664. case SL_HUNTER:
  7665. case SL_KNIGHT:
  7666. case SL_MONK:
  7667. case SL_PRIEST:
  7668. case SL_ROGUE:
  7669. case SL_SAGE:
  7670. case SL_SOULLINKER:
  7671. case SL_STAR:
  7672. case SL_SUPERNOVICE:
  7673. case SL_WIZARD:
  7674. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7675. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7676. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7677. break;
  7678. }
  7679. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7680. { //Erase death count 1% of the casts
  7681. dstsd->die_counter = 0;
  7682. pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0);
  7683. clif_specialeffect(bl, 0x152, AREA);
  7684. //SC_SPIRIT invokes status_calc_pc for us.
  7685. }
  7686. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7687. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7688. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7689. break;
  7690. case SL_HIGH:
  7691. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7692. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7693. break;
  7694. }
  7695. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7696. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7697. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7698. break;
  7699. case SL_SWOO:
  7700. if (tsce) {
  7701. if(sd)
  7702. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7703. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7704. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7705. break;
  7706. }
  7707. case SL_SKA: // [marquis007]
  7708. case SL_SKE:
  7709. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7710. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7711. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7712. break;
  7713. }
  7714. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7715. if (skill_id == SL_SKE)
  7716. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7717. break;
  7718. // New guild skills [Celest]
  7719. case GD_BATTLEORDER:
  7720. if(flag&1) {
  7721. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7722. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7723. } else if (status_get_guild_id(src)) {
  7724. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7725. map_foreachinrange(skill_area_sub, src,
  7726. skill_get_splash(skill_id, skill_lv), BL_PC,
  7727. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7728. skill_castend_nodamage_id);
  7729. if (sd)
  7730. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7731. }
  7732. break;
  7733. case GD_REGENERATION:
  7734. if(flag&1) {
  7735. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7736. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7737. } else if (status_get_guild_id(src)) {
  7738. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7739. map_foreachinrange(skill_area_sub, src,
  7740. skill_get_splash(skill_id, skill_lv), BL_PC,
  7741. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7742. skill_castend_nodamage_id);
  7743. if (sd)
  7744. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7745. }
  7746. break;
  7747. case GD_RESTORE:
  7748. if(flag&1) {
  7749. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7750. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7751. } else if (status_get_guild_id(src)) {
  7752. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7753. map_foreachinrange(skill_area_sub, src,
  7754. skill_get_splash(skill_id, skill_lv), BL_PC,
  7755. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7756. skill_castend_nodamage_id);
  7757. if (sd)
  7758. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7759. }
  7760. break;
  7761. case GD_EMERGENCYCALL:
  7762. case GD_ITEMEMERGENCYCALL:
  7763. {
  7764. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7765. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7766. uint8 j = 0, calls = 0, called = 0;
  7767. struct guild *g;
  7768. // i don't know if it actually summons in a circle, but oh well. ;P
  7769. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7770. if (!g)
  7771. break;
  7772. if (skill_id == GD_ITEMEMERGENCYCALL)
  7773. switch (skill_lv) {
  7774. case 1: calls = 7; break;
  7775. case 2: calls = 12; break;
  7776. case 3: calls = 20; break;
  7777. default: calls = 0; break;
  7778. }
  7779. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7780. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7781. if (j > 8)
  7782. j = 0;
  7783. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7784. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7785. continue;
  7786. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7787. dx[j] = dy[j] = 0;
  7788. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7789. called++;
  7790. }
  7791. }
  7792. if (sd)
  7793. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7794. }
  7795. break;
  7796. case SG_FEEL:
  7797. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7798. if (sd) {
  7799. if(!sd->feel_map[skill_lv-1].index)
  7800. clif_feel_req(sd->fd,sd, skill_lv);
  7801. else
  7802. clif_feel_info(sd, skill_lv-1, 1);
  7803. }
  7804. break;
  7805. case SG_HATE:
  7806. if (sd) {
  7807. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7808. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7809. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7810. }
  7811. break;
  7812. case GS_GLITTERING:
  7813. if(sd) {
  7814. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7815. if(rnd()%100 < (20+10*skill_lv))
  7816. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7817. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7818. pc_delspiritball(sd,1,0);
  7819. }
  7820. break;
  7821. case GS_CRACKER:
  7822. /* per official standards, this skill works on players and mobs. */
  7823. if (sd && (dstsd || dstmd))
  7824. {
  7825. i =65 -5*distance_bl(src,bl); //Base rate
  7826. if (i < 30) i = 30;
  7827. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7828. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7829. }
  7830. break;
  7831. case AM_CALLHOMUN: //[orn]
  7832. if (sd && !hom_call(sd))
  7833. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7834. break;
  7835. case AM_REST:
  7836. if (sd) {
  7837. if (hom_vaporize(sd,HOM_ST_REST))
  7838. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7839. else
  7840. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7841. }
  7842. break;
  7843. case HAMI_CASTLE: //[orn]
  7844. if (src != bl && rnd()%100 < 20 * skill_lv) {
  7845. int x = src->x, y = src->y;
  7846. if (hd)
  7847. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7848. // Move source
  7849. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7850. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7851. clif_blown(src);
  7852. // Move target
  7853. if (unit_movepos(bl,x,y,0,0)) {
  7854. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  7855. clif_blown(bl);
  7856. }
  7857. map_foreachinrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  7858. }
  7859. }
  7860. else if (hd && hd->master) // Failed
  7861. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7862. else if (sd)
  7863. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7864. break;
  7865. case HVAN_CHAOTIC: //[orn]
  7866. {
  7867. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7868. int r = rnd()%100;
  7869. i = (skill_lv-1)%5;
  7870. if(r<per[i][0]) //Self
  7871. bl = src;
  7872. else if(r<per[i][1]) //Master
  7873. bl = battle_get_master(src);
  7874. else //Enemy
  7875. bl = map_id2bl(battle_gettarget(src));
  7876. if (!bl) bl = src;
  7877. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7878. //Eh? why double skill packet?
  7879. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7880. clif_skill_nodamage(src,bl,skill_id,i,1);
  7881. status_heal(bl, i, 0, 0);
  7882. }
  7883. break;
  7884. //Homun single-target support skills [orn]
  7885. case HAMI_BLOODLUST:
  7886. case HFLI_FLEET:
  7887. case HFLI_SPEED:
  7888. case HLIF_CHANGE:
  7889. case MH_ANGRIFFS_MODUS:
  7890. case MH_GOLDENE_FERSE:
  7891. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7892. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7893. if (hd)
  7894. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7895. break;
  7896. case NPC_DRAGONFEAR:
  7897. if (flag&1) {
  7898. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7899. int j;
  7900. j = i = rnd()%ARRAYLENGTH(sc);
  7901. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7902. i++;
  7903. if ( i == ARRAYLENGTH(sc) )
  7904. i = 0;
  7905. if (i == j)
  7906. break;
  7907. }
  7908. break;
  7909. }
  7910. case NPC_WIDEBLEEDING:
  7911. case NPC_WIDECONFUSE:
  7912. case NPC_WIDECURSE:
  7913. case NPC_WIDEFREEZE:
  7914. case NPC_WIDESLEEP:
  7915. case NPC_WIDESILENCE:
  7916. case NPC_WIDESTONE:
  7917. case NPC_WIDESTUN:
  7918. case NPC_SLOWCAST:
  7919. case NPC_WIDEHELLDIGNITY:
  7920. case NPC_WIDEHEALTHFEAR:
  7921. case NPC_WIDEBODYBURNNING:
  7922. case NPC_WIDEFROSTMISTY:
  7923. case NPC_WIDECOLD:
  7924. case NPC_WIDE_DEEP_SLEEP:
  7925. case NPC_WIDESIREN:
  7926. if (flag&1){
  7927. switch ( type ) {
  7928. case SC_BURNING:
  7929. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7930. break;
  7931. case SC_VOICEOFSIREN:
  7932. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7933. break;
  7934. default:
  7935. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7936. }
  7937. }
  7938. else {
  7939. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7940. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7941. map_foreachinrange(skill_area_sub, bl,
  7942. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7943. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7944. skill_castend_nodamage_id);
  7945. }
  7946. break;
  7947. case NPC_WIDESOULDRAIN:
  7948. if (flag&1)
  7949. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7950. else {
  7951. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7952. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7953. map_foreachinrange(skill_area_sub, bl,
  7954. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7955. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7956. skill_castend_nodamage_id);
  7957. }
  7958. break;
  7959. case ALL_PARTYFLEE:
  7960. if( sd && !(flag&1) ) {
  7961. if( !sd->status.party_id ) {
  7962. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7963. break;
  7964. }
  7965. 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);
  7966. } else
  7967. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7968. break;
  7969. case NPC_TALK:
  7970. case ALL_WEWISH:
  7971. case ALL_CATCRY:
  7972. case ALL_DREAM_SUMMERNIGHT:
  7973. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7974. break;
  7975. case ALL_BUYING_STORE:
  7976. if( sd )
  7977. {// players only, skill allows 5 buying slots
  7978. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  7979. }
  7980. break;
  7981. case RK_ENCHANTBLADE:
  7982. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7983. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7984. break;
  7985. case RK_DRAGONHOWLING:
  7986. if( flag&1)
  7987. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7988. else
  7989. {
  7990. skill_area_temp[2] = 0;
  7991. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7992. map_foreachinrange(skill_area_sub, src,
  7993. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7994. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7995. skill_castend_nodamage_id);
  7996. }
  7997. break;
  7998. case RK_IGNITIONBREAK:
  7999. case LG_EARTHDRIVE:
  8000. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8001. i = skill_get_splash(skill_id,skill_lv);
  8002. if( skill_id == LG_EARTHDRIVE ) {
  8003. int dummy = 1;
  8004. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8005. }
  8006. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  8007. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8008. break;
  8009. case RK_STONEHARDSKIN:
  8010. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  8011. {
  8012. int heal = sstatus->hp / 5; // 20% HP
  8013. if( status_charge(bl,heal,0) )
  8014. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  8015. else
  8016. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8017. }
  8018. break;
  8019. case RK_REFRESH:
  8020. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  8021. {
  8022. int heal = status_get_max_hp(bl) * 25 / 100;
  8023. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8024. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8025. status_heal(bl,heal,0,1);
  8026. status_change_clear_buffs(bl,4);
  8027. }
  8028. break;
  8029. case RK_MILLENNIUMSHIELD:
  8030. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  8031. {
  8032. int8 rate = rnd()%100;
  8033. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  8034. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  8035. clif_millenniumshield(bl,shields);
  8036. clif_skill_nodamage(src,bl,skill_id,1,1);
  8037. }
  8038. break;
  8039. case RK_GIANTGROWTH:
  8040. case RK_VITALITYACTIVATION:
  8041. case RK_ABUNDANCE:
  8042. case RK_CRUSHSTRIKE:
  8043. if( sd )
  8044. {
  8045. int lv = 1; // RK_GIANTGROWTH
  8046. if( skill_id == RK_VITALITYACTIVATION )
  8047. lv = 2;
  8048. else if( skill_id == RK_ABUNDANCE )
  8049. lv = 6;
  8050. else if( skill_id == RK_CRUSHSTRIKE )
  8051. lv = 7;
  8052. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  8053. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8054. }
  8055. break;
  8056. case RK_FIGHTINGSPIRIT: {
  8057. // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
  8058. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8059. if( flag&1 ) {
  8060. if( skill_area_temp[1] == bl->id )
  8061. sc_start2(src,bl,type,100,7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  8062. else
  8063. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8064. } else {
  8065. if( sd && sd->status.party_id ) {
  8066. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  8067. skill_area_temp[1] = src->id;
  8068. skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
  8069. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8070. 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);
  8071. }
  8072. else
  8073. sc_start2(src,bl,type,100,7,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  8074. clif_skill_nodamage(src,bl,skill_id,1,1);
  8075. }
  8076. }
  8077. break;
  8078. case RK_LUXANIMA:
  8079. if( !sd || !sd->status.party_id || flag&1 ) {
  8080. if( src == bl ) break;
  8081. while( skill_area_temp[5] >= 0x10 ) {
  8082. type = SC_NONE;
  8083. i = 0;
  8084. if( skill_area_temp[5]&0x10 ) {
  8085. if( dstsd ) {
  8086. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  8087. clif_millenniumshield(bl,i);
  8088. skill_area_temp[5] &= ~0x10;
  8089. type = SC_MILLENNIUMSHIELD;
  8090. }
  8091. } else if( skill_area_temp[5]&0x20 ) {
  8092. i = status_get_max_hp(bl) * 25 / 100;
  8093. status_change_clear_buffs(bl,4);
  8094. skill_area_temp[5] &= ~0x20;
  8095. status_heal(bl,i,0,1);
  8096. type = SC_REFRESH;
  8097. } else if( skill_area_temp[5]&0x40 ) {
  8098. skill_area_temp[5] &= ~0x40;
  8099. type = SC_GIANTGROWTH;
  8100. } else if( skill_area_temp[5]&0x80 ) {
  8101. if( dstsd ) {
  8102. i = sstatus->hp / 5;
  8103. if( status_charge(bl,i,0) )
  8104. type = SC_STONEHARDSKIN;
  8105. skill_area_temp[5] &= ~0x80;
  8106. }
  8107. } else if( skill_area_temp[5]&0x100 ) {
  8108. skill_area_temp[5] &= ~0x100;
  8109. type = SC_VITALITYACTIVATION;
  8110. } else if( skill_area_temp[5]&0x200 ) {
  8111. skill_area_temp[5] &= ~0x200;
  8112. type = SC_ABUNDANCE;
  8113. }
  8114. if( type > SC_NONE )
  8115. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  8116. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  8117. } //end while
  8118. } else if( sd ) {
  8119. if( tsc && tsc->count ) {
  8120. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  8121. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  8122. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  8123. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  8124. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  8125. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  8126. }
  8127. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8128. 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);
  8129. }
  8130. break;
  8131. case GC_ROLLINGCUTTER:
  8132. {
  8133. short count = 1;
  8134. skill_area_temp[2] = 0;
  8135. 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);
  8136. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8137. { // Every time the skill is casted the status change is reseted adding a counter.
  8138. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8139. if( count > 10 )
  8140. count = 10; // Max coounter
  8141. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8142. }
  8143. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8144. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8145. }
  8146. break;
  8147. case GC_WEAPONBLOCKING:
  8148. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8149. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8150. else
  8151. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8152. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8153. break;
  8154. case GC_CREATENEWPOISON:
  8155. if( sd )
  8156. {
  8157. clif_skill_produce_mix_list(sd,skill_id,25);
  8158. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8159. }
  8160. break;
  8161. case GC_POISONINGWEAPON:
  8162. if( sd ) {
  8163. clif_poison_list(sd,skill_lv);
  8164. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8165. }
  8166. break;
  8167. case GC_ANTIDOTE:
  8168. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8169. if( tsc )
  8170. {
  8171. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8172. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8173. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8174. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8175. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8176. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8177. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8178. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8179. }
  8180. break;
  8181. case GC_PHANTOMMENACE:
  8182. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8183. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8184. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8185. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8186. break;
  8187. case GC_HALLUCINATIONWALK:
  8188. {
  8189. int heal = status_get_max_hp(bl) / 10;
  8190. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8191. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8192. break;
  8193. }
  8194. if( !status_charge(bl,heal,0) )
  8195. {
  8196. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8197. break;
  8198. }
  8199. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8200. }
  8201. break;
  8202. case AB_ANCILLA:
  8203. if( sd ) {
  8204. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8205. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8206. }
  8207. break;
  8208. case AB_CLEMENTIA:
  8209. case AB_CANTO:
  8210. {
  8211. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8212. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8213. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8214. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8215. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8216. else if( sd )
  8217. 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);
  8218. }
  8219. break;
  8220. case AB_PRAEFATIO:
  8221. if( !sd || sd->status.party_id == 0 || flag&1 )
  8222. 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)));
  8223. else if( sd )
  8224. 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);
  8225. break;
  8226. case AB_CHEAL:
  8227. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8228. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8229. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8230. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8231. if( partycount > 1 )
  8232. i += (i / 100) * (partycount * 10) / 4;
  8233. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8234. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8235. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  8236. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8237. i = ~i + 1;
  8238. status_heal(bl, i, 0, 0);
  8239. }
  8240. } else if( sd )
  8241. 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);
  8242. break;
  8243. case AB_ORATIO:
  8244. if( flag&1 )
  8245. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8246. else {
  8247. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8248. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8249. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8250. }
  8251. break;
  8252. case AB_LAUDAAGNUS:
  8253. if( flag&1 || !sd || !sd->status.party_id ) {
  8254. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8255. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8256. // Success Chance: (40 + 10 * Skill Level) %
  8257. if( rnd()%100 > 40+10*skill_lv ) break;
  8258. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8259. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8260. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8261. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8262. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8263. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8264. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8265. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8266. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8267. } else if( sd )
  8268. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8269. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8270. break;
  8271. case AB_LAUDARAMUS:
  8272. if( flag&1 || !sd || !sd->status.party_id ) {
  8273. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8274. // Success Chance: (40 + 10 * Skill Level) %
  8275. if( rnd()%100 > 40+10*skill_lv ) break;
  8276. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8277. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8278. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8279. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8280. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8281. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8282. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8283. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8284. } else if( sd )
  8285. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8286. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8287. break;
  8288. case AB_CLEARANCE:
  8289. 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]
  8290. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8291. break;
  8292. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8293. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8294. if (sd)
  8295. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8296. break;
  8297. }
  8298. if(status_isimmune(bl))
  8299. break;
  8300. //Remove bonus_script by Clearance
  8301. if (dstsd)
  8302. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8303. if(!tsc || !tsc->count)
  8304. break;
  8305. for( i = 0; i < SC_MAX; i++ ) {
  8306. if (!tsc->data[i])
  8307. continue;
  8308. switch (i) {
  8309. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8310. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8311. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8312. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8313. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8314. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8315. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8316. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8317. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8318. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8319. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8320. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8321. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8322. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8323. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8324. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8325. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8326. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8327. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8328. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8329. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8330. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8331. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8332. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8333. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8334. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8335. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8336. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8337. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8338. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8339. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8340. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8341. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8342. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8343. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8344. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8345. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8346. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8347. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8348. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8349. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8350. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8351. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8352. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8353. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8354. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  8355. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8356. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8357. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  8358. #ifdef RENEWAL
  8359. case SC_EXTREMITYFIST2:
  8360. #endif
  8361. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8362. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8363. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8364. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8365. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8366. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8367. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8368. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8369. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8370. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8371. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8372. continue;
  8373. case SC_ASSUMPTIO:
  8374. if( bl->type == BL_MOB )
  8375. continue;
  8376. break;
  8377. }
  8378. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8379. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8380. }
  8381. break;
  8382. }
  8383. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8384. break;
  8385. case AB_SILENTIUM:
  8386. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8387. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8388. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8389. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8390. break;
  8391. case WL_STASIS:
  8392. if (flag&1)
  8393. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8394. else {
  8395. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8396. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8397. }
  8398. break;
  8399. case AB_OFFERTORIUM:{
  8400. struct status_change *sc = status_get_sc(src);
  8401. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8402. if( sc ) {
  8403. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8404. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8405. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8406. }
  8407. }
  8408. }
  8409. break;
  8410. case WL_WHITEIMPRISON:
  8411. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8412. {
  8413. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8414. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8415. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8416. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8417. if( sd )
  8418. skill_blockpc_start(sd,skill_id,4000);
  8419. if( !(tsc && tsc->data[type]) ){
  8420. 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));
  8421. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8422. if( !i )
  8423. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8424. }
  8425. }else
  8426. if( sd )
  8427. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8428. break;
  8429. case WL_FROSTMISTY:
  8430. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8431. 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,skill_castend_damage_id);
  8432. break;
  8433. case WL_JACKFROST:
  8434. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8435. if (battle_config.skill_wall_check)
  8436. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8437. else
  8438. 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);
  8439. break;
  8440. case WL_SIENNAEXECRATE:
  8441. if( status_isimmune(bl) || !tsc )
  8442. break;
  8443. if( flag&1 ) {
  8444. if( bl->id == skill_area_temp[1] )
  8445. break; // Already work on this target
  8446. if( tsc && tsc->data[SC_STONE] )
  8447. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8448. else
  8449. status_change_start(src,bl,SC_STONE,10000,skill_lv,src->id,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8450. } else {
  8451. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8452. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8453. if( rnd()%100 < rate ) { // Success on First Target
  8454. if( !tsc->data[SC_STONE] )
  8455. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,src->id,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8456. else {
  8457. rate = 1;
  8458. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8459. }
  8460. if( rate ) {
  8461. skill_area_temp[1] = bl->id;
  8462. 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);
  8463. }
  8464. // Doesn't send failure packet if it fails on defense.
  8465. }
  8466. else if( sd ) // Failure on Rate
  8467. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8468. }
  8469. break;
  8470. case WL_SUMMONFB:
  8471. case WL_SUMMONBL:
  8472. case WL_SUMMONWB:
  8473. case WL_SUMMONSTONE:
  8474. {
  8475. short element = 0, sctype = 0, pos = -1;
  8476. struct status_change *sc = status_get_sc(src);
  8477. if( !sc )
  8478. break;
  8479. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8480. if( !sctype && !sc->data[i] )
  8481. sctype = i; // Take the free SC
  8482. if( sc->data[i] )
  8483. pos = max(sc->data[i]->val2,pos);
  8484. }
  8485. if( !sctype ) {
  8486. if( sd ) // No free slots to put SC
  8487. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8488. break;
  8489. }
  8490. pos++; // Used in val2 for SC. Indicates the order of this ball
  8491. switch( skill_id ) { // Set val1. The SC element for this ball
  8492. case WL_SUMMONFB: element = WLS_FIRE; break;
  8493. case WL_SUMMONBL: element = WLS_WIND; break;
  8494. case WL_SUMMONWB: element = WLS_WATER; break;
  8495. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8496. }
  8497. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8498. clif_skill_nodamage(src,bl,skill_id,0,0);
  8499. }
  8500. break;
  8501. case WL_READING_SB:
  8502. if( sd ) {
  8503. struct status_change *sc = status_get_sc(bl);
  8504. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8505. if( sc && !sc->data[i] )
  8506. break;
  8507. if( i == SC_MAXSPELLBOOK ) {
  8508. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8509. break;
  8510. }
  8511. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8512. clif_spellbook_list(sd);
  8513. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8514. }
  8515. break;
  8516. case RA_FEARBREEZE:
  8517. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8518. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8519. break;
  8520. case RA_WUGMASTERY:
  8521. if( sd ) {
  8522. if( !pc_iswug(sd) )
  8523. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8524. else
  8525. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8526. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8527. }
  8528. break;
  8529. case RA_WUGRIDER:
  8530. if( sd ) {
  8531. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8532. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8533. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8534. } else if( pc_isridingwug(sd) ) {
  8535. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8536. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8537. }
  8538. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8539. }
  8540. break;
  8541. case RA_WUGDASH:
  8542. if( tsce ) {
  8543. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8544. map_freeblock_unlock();
  8545. return 0;
  8546. }
  8547. if( sd && pc_isridingwug(sd) ) {
  8548. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8549. clif_walkok(sd);
  8550. }
  8551. break;
  8552. case RA_SENSITIVEKEEN:
  8553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8554. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8555. 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);
  8556. break;
  8557. case NC_F_SIDESLIDE:
  8558. case NC_B_SIDESLIDE:
  8559. {
  8560. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8561. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8562. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8563. }
  8564. break;
  8565. case NC_SELFDESTRUCTION:
  8566. if( sd ) {
  8567. if( pc_ismadogear(sd) )
  8568. pc_setmadogear(sd, 0);
  8569. skill_area_temp[1] = 0;
  8570. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8571. 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|SD_SPLASH|1, skill_castend_damage_id);
  8572. status_set_sp(src, 0, 0);
  8573. skill_clear_unitgroup(src);
  8574. }
  8575. break;
  8576. case NC_ANALYZE:
  8577. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8578. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8579. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8580. if( sd ) pc_overheat(sd,1);
  8581. break;
  8582. case NC_MAGNETICFIELD:
  8583. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8584. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8585. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8586. 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|SD_SPLASH|1,skill_castend_damage_id);
  8587. if (sd)
  8588. pc_overheat(sd,1);
  8589. break;
  8590. case NC_REPAIR:
  8591. if( sd ) {
  8592. int heal, hp = 0;
  8593. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8594. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8595. break;
  8596. }
  8597. switch(skill_lv) {
  8598. case 1: hp = 4; break;
  8599. case 2: hp = 7; break;
  8600. case 3: hp = 13; break;
  8601. case 4: hp = 17; break;
  8602. case 5: default: hp = 23; break;
  8603. }
  8604. heal = dstsd->status.max_hp * hp / 100;
  8605. status_heal(bl,heal,0,2);
  8606. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8607. }
  8608. break;
  8609. case NC_DISJOINT:
  8610. {
  8611. if( bl->type != BL_MOB ) break;
  8612. md = map_id2md(bl->id);
  8613. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8614. status_kill(bl);
  8615. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8616. }
  8617. break;
  8618. case SC_AUTOSHADOWSPELL:
  8619. if( sd ) {
  8620. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8621. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8622. {
  8623. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8624. clif_autoshadowspell_list(sd);
  8625. clif_skill_nodamage(src,bl,skill_id,1,1);
  8626. }
  8627. else
  8628. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8629. }
  8630. break;
  8631. case SC_SHADOWFORM:
  8632. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8633. 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))) )
  8634. dstsd->shadowform_id = src->id;
  8635. }
  8636. else if( sd )
  8637. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8638. break;
  8639. case SC_BODYPAINT:
  8640. if( flag&1 ) {
  8641. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  8642. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  8643. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  8644. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  8645. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  8646. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  8647. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8648. }
  8649. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  8650. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8651. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8652. } else {
  8653. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8654. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8655. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8656. }
  8657. break;
  8658. case SC_ENERVATION:
  8659. case SC_GROOMY:
  8660. case SC_LAZINESS:
  8661. case SC_UNLUCKY:
  8662. case SC_WEAKNESS:
  8663. if( !(tsc && tsc->data[type]) ) {
  8664. int rate;
  8665. if (is_boss(bl))
  8666. break;
  8667. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8668. - (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));
  8669. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8670. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8671. } else if( sd )
  8672. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8673. break;
  8674. case SC_IGNORANCE:
  8675. if( !(tsc && tsc->data[type]) ) {
  8676. int rate;
  8677. if (is_boss(bl))
  8678. break;
  8679. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8680. - (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));
  8681. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8682. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8683. int sp = 100 * skill_lv;
  8684. if( dstmd )
  8685. sp = dstmd->level;
  8686. if( !dstmd )
  8687. status_zap(bl, 0, sp);
  8688. status_heal(src, 0, sp / 2, 3);
  8689. } else if( sd )
  8690. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8691. } else if( sd )
  8692. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8693. break;
  8694. case LG_TRAMPLE:
  8695. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8696. if (rnd()%100 < (25 + 25 * skill_lv))
  8697. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8698. break;
  8699. case LG_REFLECTDAMAGE:
  8700. if( tsc && tsc->data[type] )
  8701. status_change_end(bl,type,INVALID_TIMER);
  8702. else
  8703. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8704. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8705. break;
  8706. case LG_SHIELDSPELL:
  8707. if (sd) {
  8708. int opt = 0;
  8709. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8710. struct item_data *shield_data = NULL;
  8711. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8712. shield_data = sd->inventory_data[index];
  8713. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8714. shield_def = shield_mdef = shield_refine = 10;
  8715. else {
  8716. shield_def = shield_data->def;
  8717. shield_mdef = sd->bonus.shieldmdef;
  8718. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8719. }
  8720. if (flag&1) {
  8721. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8722. break;
  8723. }
  8724. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8725. switch(skill_lv) {
  8726. case 1: { // DEF Based
  8727. int splashrange = 0;
  8728. #ifdef RENEWAL
  8729. if (shield_def >= 0 && shield_def <= 40)
  8730. #else
  8731. if (shield_def >= 0 && shield_def <= 4)
  8732. #endif
  8733. splashrange = 1;
  8734. #ifdef RENEWAL
  8735. else if (shield_def >= 41 && shield_def <= 80)
  8736. #else
  8737. else if (shield_def >= 5 && shield_def <= 9)
  8738. #endif
  8739. splashrange = 2;
  8740. else
  8741. splashrange = 3;
  8742. switch(opt) {
  8743. case 1: // Splash AoE ATK
  8744. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8745. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8746. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8747. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8748. break;
  8749. case 2: // % Damage Reflecting Increase
  8750. #ifdef RENEWAL
  8751. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8752. #else
  8753. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8754. #endif
  8755. break;
  8756. case 3: // Equipment Attack Increase
  8757. #ifdef RENEWAL
  8758. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8759. #else
  8760. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8761. #endif
  8762. break;
  8763. }
  8764. }
  8765. break;
  8766. case 2: { // MDEF Based
  8767. int splashrange = 0;
  8768. if (shield_mdef >= 1 && shield_mdef <= 3)
  8769. splashrange = 1;
  8770. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8771. splashrange = 2;
  8772. else
  8773. splashrange = 3;
  8774. switch(opt) {
  8775. case 1: // Splash AoE MATK
  8776. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8777. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8778. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8779. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8780. break;
  8781. case 2: // Splash AoE Lex Divina
  8782. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8783. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8784. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8785. break;
  8786. case 3: // Casts Magnificat.
  8787. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8788. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8789. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8790. break;
  8791. }
  8792. }
  8793. break;
  8794. case 3: // Refine Based
  8795. switch(opt) {
  8796. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8797. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8798. break;
  8799. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8800. #ifdef RENEWAL
  8801. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8802. #else
  8803. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8804. #endif
  8805. break;
  8806. case 3: // Recovers HP depending on Shield refine rate.
  8807. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8808. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8809. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8810. break;
  8811. }
  8812. break;
  8813. }
  8814. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8815. }
  8816. break;
  8817. case LG_PIETY:
  8818. if( flag&1 )
  8819. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8820. else {
  8821. skill_area_temp[2] = 0;
  8822. map_foreachinrange(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);
  8823. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8824. }
  8825. break;
  8826. case LG_INSPIRATION:
  8827. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8828. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8829. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8830. clif_updatestatus(sd,SP_BASEEXP);
  8831. clif_updatestatus(sd,SP_JOBEXP);
  8832. }
  8833. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8834. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8835. break;
  8836. case SR_CURSEDCIRCLE:
  8837. if( flag&1 ) {
  8838. if( is_boss(bl) ) break;
  8839. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8840. if( bl->type == BL_MOB )
  8841. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8842. clif_bladestop(src, bl->id, 1);
  8843. map_freeblock_unlock();
  8844. return 1;
  8845. }
  8846. } else {
  8847. int count = 0;
  8848. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8849. 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
  8850. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8851. if( sd ) pc_delspiritball(sd, count, 0);
  8852. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8853. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8854. }
  8855. break;
  8856. case SR_RAISINGDRAGON:
  8857. if( sd ) {
  8858. short max = 5 + skill_lv;
  8859. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8860. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8861. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8862. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8863. }
  8864. break;
  8865. case SR_ASSIMILATEPOWER:
  8866. if (flag&1) {
  8867. i = 0;
  8868. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  8869. if (dstsd->spiritball > 0) {
  8870. i = dstsd->spiritball;
  8871. pc_delspiritball(dstsd,dstsd->spiritball,0);
  8872. }
  8873. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  8874. i += dstsd->spiritcharm;
  8875. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  8876. }
  8877. }
  8878. if (i)
  8879. status_percent_heal(src, 0, i);
  8880. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8881. } else {
  8882. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8883. 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|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8884. }
  8885. break;
  8886. case SR_POWERVELOCITY:
  8887. if( !dstsd )
  8888. break;
  8889. if( sd && dstsd->spiritball <= 5 ) {
  8890. for(i = 0; i <= 5; i++) {
  8891. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8892. pc_delspiritball(sd, sd->spiritball, 0);
  8893. }
  8894. }
  8895. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8896. break;
  8897. case SR_GENTLETOUCH_CURE:
  8898. {
  8899. int heal;
  8900. if (!dstmd || dstmd->mob_id != MOBID_EMPERIUM || !mob_is_battleground(dstmd)) {
  8901. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8902. status_heal(bl, heal, 0, 0);
  8903. }
  8904. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8905. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8906. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8907. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8908. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8909. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8910. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8911. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8912. }
  8913. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8914. }
  8915. break;
  8916. case SR_GENTLETOUCH_ENERGYGAIN:
  8917. case SR_GENTLETOUCH_CHANGE:
  8918. case SR_GENTLETOUCH_REVITALIZE:
  8919. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8920. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8921. break;
  8922. case SR_FLASHCOMBO: {
  8923. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  8924. const int delay[] = { 0, 250, 500, 2000 };
  8925. if (sd)
  8926. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8927. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8928. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8929. for (i = 0; i < ARRAYLENGTH(combo); i++)
  8930. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8931. }
  8932. break;
  8933. case WA_SWING_DANCE:
  8934. case WA_MOONLIT_SERENADE:
  8935. case WA_SYMPHONY_OF_LOVER:
  8936. case MI_RUSH_WINDMILL:
  8937. case MI_ECHOSONG:
  8938. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8939. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8940. 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));
  8941. } else if( sd ) {
  8942. 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);
  8943. 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));
  8944. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8945. }
  8946. break;
  8947. case MI_HARMONIZE:
  8948. if( src != bl )
  8949. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8950. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8951. break;
  8952. case WM_DEADHILLHERE:
  8953. if( bl->type == BL_PC ) {
  8954. if( !status_isdead(bl) )
  8955. break;
  8956. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8957. int heal = tstatus->sp;
  8958. if( heal <= 0 )
  8959. heal = 1;
  8960. tstatus->hp = heal;
  8961. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8962. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8963. pc_revive((TBL_PC*)bl,heal,0);
  8964. clif_resurrection(bl,1);
  8965. }
  8966. }
  8967. break;
  8968. case WM_SIRCLEOFNATURE:
  8969. if( flag&1 )
  8970. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8971. else {
  8972. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  8973. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8974. }
  8975. break;
  8976. case WM_VOICEOFSIREN:
  8977. if (flag&1)
  8978. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  8979. else {
  8980. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster’s Job Level / 2) %
  8981. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  8982. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  8983. 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_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  8984. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8985. }
  8986. break;
  8987. case WM_GLOOMYDAY:
  8988. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8989. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8990. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8991. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8992. {
  8993. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8994. break;
  8995. }
  8996. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8997. break;
  8998. case WM_SATURDAY_NIGHT_FEVER:
  8999. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  9000. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  9001. break;
  9002. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  9003. } else if( flag&2 ) {
  9004. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  9005. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  9006. } else if( sd ) {
  9007. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  9008. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9009. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9010. break;
  9011. }
  9012. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9013. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9014. flag |= 2;
  9015. else
  9016. flag |= 1;
  9017. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  9018. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9019. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9020. if( flag&2 ) // Dealed here to prevent conflicts
  9021. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  9022. }
  9023. break;
  9024. case WM_SONG_OF_MANA:
  9025. case WM_DANCE_WITH_WUG:
  9026. case WM_LERADS_DEW:
  9027. case WM_UNLIMITED_HUMMING_VOICE:
  9028. if( flag&1 ) { // These affect to to all party members near the caster.
  9029. struct status_change *sc = status_get_sc(src);
  9030. if( sc && sc->data[type] ) {
  9031. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9032. }
  9033. } else if( sd ) {
  9034. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  9035. 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);
  9036. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9037. }
  9038. break;
  9039. case WM_MELODYOFSINK:
  9040. case WM_BEYOND_OF_WARCRY:
  9041. if( flag&1 ) {
  9042. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9043. } else { // These affect to all targets arround the caster.
  9044. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  9045. map_foreachinrange(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);
  9046. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9047. }
  9048. }
  9049. break;
  9050. case WM_RANDOMIZESPELL:
  9051. if (!skill_improvise_count) {
  9052. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9053. break;
  9054. }
  9055. else {
  9056. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  9057. do {
  9058. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  9059. improv_skill_id = skill_improvise_db[i].skill_id;
  9060. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  9061. if (!skill_get_index(improv_skill_id)) {
  9062. if (sd)
  9063. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9064. break;
  9065. }
  9066. improv_skill_lv = 4 + skill_lv;
  9067. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9068. if( sd ) {
  9069. sd->state.abra_flag = 2;
  9070. sd->skillitem = improv_skill_id;
  9071. sd->skillitemlv = improv_skill_lv;
  9072. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9073. } else {
  9074. struct unit_data *ud = unit_bl2ud(src);
  9075. int inf = skill_get_inf(improv_skill_id);
  9076. if (!ud) break;
  9077. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9078. if (src->type == BL_PET)
  9079. bl = (struct block_list*)((TBL_PET*)src)->master;
  9080. if (!bl) bl = src;
  9081. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9082. } else {
  9083. int target_id = 0;
  9084. if (ud->target)
  9085. target_id = ud->target;
  9086. else switch (src->type) {
  9087. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9088. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9089. }
  9090. if (!target_id)
  9091. break;
  9092. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9093. bl = map_id2bl(target_id);
  9094. if (!bl) bl = src;
  9095. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9096. } else
  9097. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9098. }
  9099. }
  9100. }
  9101. break;
  9102. case RETURN_TO_ELDICASTES:
  9103. case ALL_GUARDIAN_RECALL:
  9104. case ECLAGE_RECALL:
  9105. if( sd )
  9106. {
  9107. short x=0, y=0; // Destiny position.
  9108. unsigned short mapindex=0;
  9109. switch(skill_id){
  9110. default:
  9111. case RETURN_TO_ELDICASTES:
  9112. x = 198;
  9113. y = 187;
  9114. mapindex = mapindex_name2id(MAP_DICASTES);
  9115. break;
  9116. case ALL_GUARDIAN_RECALL:
  9117. x = 44;
  9118. y = 151;
  9119. mapindex = mapindex_name2id(MAP_MORA);
  9120. break;
  9121. case ECLAGE_RECALL:
  9122. x = 47;
  9123. y = 31;
  9124. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9125. break;
  9126. }
  9127. if(!mapindex)
  9128. { //Given map not found?
  9129. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9130. map_freeblock_unlock();
  9131. return 0;
  9132. }
  9133. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9134. }
  9135. break;
  9136. case ECL_SNOWFLIP:
  9137. case ECL_PEONYMAMY:
  9138. case ECL_SADAGUI:
  9139. case ECL_SEQUOIADUST:
  9140. switch(skill_id){
  9141. case ECL_SNOWFLIP:
  9142. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9143. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9144. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9145. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9146. break;
  9147. case ECL_PEONYMAMY:
  9148. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9149. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9150. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9151. break;
  9152. case ECL_SADAGUI:
  9153. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9154. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9155. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9156. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9157. break;
  9158. case ECL_SEQUOIADUST:
  9159. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9160. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9161. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9162. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9163. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9164. break;
  9165. }
  9166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9167. break;
  9168. case GM_SANDMAN:
  9169. if( tsc ) {
  9170. if( tsc->opt1 == OPT1_SLEEP )
  9171. tsc->opt1 = 0;
  9172. else
  9173. tsc->opt1 = OPT1_SLEEP;
  9174. clif_changeoption(bl);
  9175. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9176. }
  9177. break;
  9178. case SO_ARRULLO:
  9179. {
  9180. // Success chance: [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  9181. int rate = (15 + 5 * skill_lv) * 1000 + status_get_int(src) * 200 + (sd ? sd->status.job_level * 200 : 0) - status_get_int(bl) * 1000 / 6 - status_get_luk(bl) * 100;
  9182. // Resistance: {(Target's Base Level / 20) + (Target's Base INT / 40)} seconds
  9183. int duration = skill_get_time(skill_id, skill_lv) - (status_get_lv(bl) * 50 + (sd ? sd->status.int_ : status_get_base_status(bl)->int_) * 25);
  9184. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9185. status_change_start(src,bl,type,rate,skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9186. }
  9187. break;
  9188. case WM_LULLABY_DEEPSLEEP:
  9189. if (flag&1) {
  9190. // Resistance: {(Target's Base Level / 20) + (Target's Base INT / 20)} seconds
  9191. int duration = skill_area_temp[6] - (status_get_lv(bl) * 50 + (sd ? sd->status.int_ : status_get_base_status(bl)->int_) * 50);
  9192. status_change_start(src,bl,type,skill_area_temp[5],skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9193. } else {
  9194. // Success chance: [(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  9195. skill_area_temp[5] = (4 * skill_lv * 1000) + ((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)) * 2000 + (status_get_lv(src) * 1000 / 15) + (sd ? sd->status.job_level * 200 : 0);
  9196. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9197. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9198. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9199. }
  9200. break;
  9201. case SO_SUMMON_AGNI:
  9202. case SO_SUMMON_AQUA:
  9203. case SO_SUMMON_VENTUS:
  9204. case SO_SUMMON_TERA:
  9205. if( sd ) {
  9206. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9207. // Remove previous elemental first.
  9208. if( sd->ed )
  9209. elemental_delete(sd->ed);
  9210. // Summoning the new one.
  9211. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9212. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9213. break;
  9214. }
  9215. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9216. }
  9217. break;
  9218. case SO_EL_CONTROL:
  9219. if( sd ) {
  9220. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9221. if( !sd->ed ) break;
  9222. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9223. elemental_delete(sd->ed);
  9224. break;
  9225. }
  9226. switch( skill_lv ) {// Select mode bassed on skill level used.
  9227. case 2: mode = EL_MODE_ASSIST; break;
  9228. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9229. }
  9230. if( !elemental_change_mode(sd->ed,mode) ) {
  9231. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9232. break;
  9233. }
  9234. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9235. }
  9236. break;
  9237. case SO_EL_ACTION:
  9238. if( sd ) {
  9239. int duration = 3000;
  9240. if( !sd->ed )
  9241. break;
  9242. switch(sd->ed->db->class_) {
  9243. case 2115:case 2124:
  9244. case 2118:case 2121:
  9245. duration = 6000;
  9246. break;
  9247. case 2116:case 2119:
  9248. case 2122:case 2125:
  9249. duration = 9000;
  9250. break;
  9251. }
  9252. sd->skill_id_old = skill_id;
  9253. elemental_action(sd->ed, bl, tick);
  9254. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9255. skill_blockpc_start(sd, skill_id, duration);
  9256. }
  9257. break;
  9258. case SO_EL_CURE:
  9259. if( sd ) {
  9260. struct elemental_data *ed = sd->ed;
  9261. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9262. int e_hp, e_sp;
  9263. if( !ed ) break;
  9264. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9265. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9266. break;
  9267. }
  9268. e_hp = ed->battle_status.max_hp * 10 / 100;
  9269. e_sp = ed->battle_status.max_sp * 10 / 100;
  9270. status_heal(&ed->bl,e_hp,e_sp,3);
  9271. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9272. }
  9273. break;
  9274. case GN_CHANGEMATERIAL:
  9275. case SO_EL_ANALYSIS:
  9276. if( sd ) {
  9277. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9278. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9279. }
  9280. break;
  9281. case GN_BLOOD_SUCKER:
  9282. {
  9283. struct status_change *sc = status_get_sc(src);
  9284. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9285. if( tsc && tsc->data[type] ){
  9286. (sc->bs_counter)--;
  9287. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9288. }
  9289. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9290. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9291. (sc->bs_counter)++;
  9292. } else if( sd ) {
  9293. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9294. break;
  9295. }
  9296. }
  9297. break;
  9298. case GN_MANDRAGORA:
  9299. if( flag&1 ) {
  9300. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9301. if (rate < 10)
  9302. rate = 10;
  9303. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9304. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9305. if (rnd()%100 < rate) {
  9306. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9307. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9308. }
  9309. } else {
  9310. 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);
  9311. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9312. }
  9313. break;
  9314. case GN_SLINGITEM:
  9315. if( sd ) {
  9316. short ammo_id;
  9317. i = sd->equip_index[EQI_AMMO];
  9318. if( i < 0 )
  9319. break; // No ammo.
  9320. ammo_id = sd->inventory_data[i]->nameid;
  9321. if( ammo_id <= 0 )
  9322. break;
  9323. sd->itemid = ammo_id;
  9324. if( itemdb_is_GNbomb(ammo_id) ) {
  9325. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9326. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9327. 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);
  9328. else
  9329. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9330. } else //Otherwise, it fails, shows animation and removes items.
  9331. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9332. } else if (itemdb_is_GNthrowable(ammo_id)) {
  9333. switch (ammo_id) {
  9334. case ITEMID_MYSTERIOUS_POWDER: //MaxHP -2%
  9335. sc_start(src, bl, SC_MYSTERIOUS_POWDER, 100, 2, 10000);
  9336. break;
  9337. case ITEMID_BOOST500_TO_THROW: //ASPD +10%
  9338. sc_start(src, bl, SC_BOOST500, 100, 10, 500000);
  9339. break;
  9340. case ITEMID_FULL_SWINGK_TO_THROW: //WATK +50
  9341. sc_start(src, bl, SC_FULL_SWING_K, 100, 50, 500000);
  9342. break;
  9343. case ITEMID_MANA_PLUS_TO_THROW: //MATK +50
  9344. sc_start(src, bl, SC_MANA_PLUS, 100, 50, 500000);
  9345. break;
  9346. case ITEMID_CURE_FREE_TO_THROW: //Cures Silence, Bleeding, Poison, Curse, Orcish, Undead, Blind, Confusion, DPoison and heals 500 HP
  9347. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9348. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9349. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9350. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9351. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9352. status_change_end(bl, SC_CHANGEUNDEAD, INVALID_TIMER);
  9353. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9354. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9355. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  9356. status_heal(bl, 500, 0, 0);
  9357. break;
  9358. case ITEMID_STAMINA_UP_M_TO_THROW: //MaxHP +5%
  9359. sc_start(src, bl, SC_MUSTLE_M, 100, 5, 500000);
  9360. break;
  9361. case ITEMID_DIGESTIVE_F_TO_THROW: //MaxSP +5%
  9362. sc_start(src, bl, SC_LIFE_FORCE_F, 100, 5, 500000);
  9363. break;
  9364. case ITEMID_HP_INC_POTS_TO_THROW: //MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  9365. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000);
  9366. status_percent_heal(bl, 1, 0);
  9367. break;
  9368. case ITEMID_HP_INC_POTM_TO_THROW: //MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  9369. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000);
  9370. status_percent_heal(bl, 2, 0);
  9371. break;
  9372. case ITEMID_HP_INC_POTL_TO_THROW: //MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  9373. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000);
  9374. status_percent_heal(bl, 5, 0);
  9375. break;
  9376. case ITEMID_SP_INC_POTS_TO_THROW: //MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  9377. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000);
  9378. status_percent_heal(bl, 0, 2);
  9379. break;
  9380. case ITEMID_SP_INC_POTM_TO_THROW: //MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  9381. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000);
  9382. status_percent_heal(bl, 0, 4);
  9383. break;
  9384. case ITEMID_SP_INC_POTL_TO_THROW: //MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  9385. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000);
  9386. status_percent_heal(bl, 0, 8);
  9387. break;
  9388. case ITEMID_EN_WHITE_POTZ_TO_THROW: //Natural HP Recovery +20% and heals 1000 HP
  9389. sc_start(src, bl, SC_EXTRACT_WHITE_POTION_Z, 100, 20, 500000);
  9390. pc_itemheal((TBL_PC *)bl, ITEMID_EN_WHITE_POTZ_TO_THROW, 1000, 0);
  9391. break;
  9392. case ITEMID_VITATA500_TO_THROW: //Natural SP Recovery +20%, MaxSP +5%, and recovers 200 SP
  9393. sc_start2(src, bl, SC_VITATA_500, 100, 20, 5, 500000);
  9394. pc_itemheal((TBL_PC *)bl, ITEMID_VITATA500_TO_THROW, 0, 200);
  9395. break;
  9396. case ITEMID_EN_CEL_JUICE_TO_THROW: //ASPD +10%
  9397. sc_start(src, bl, SC_EXTRACT_SALAMINE_JUICE, 100, 10, 500000);
  9398. break;
  9399. case ITEMID_SAVAGE_BBQ_TO_THROW: //STR +20
  9400. sc_start(src, bl, SC_SAVAGE_STEAK, 100, 20, 300000);
  9401. break;
  9402. case ITEMID_WUG_COCKTAIL_TO_THROW: //INT +20
  9403. sc_start(src, bl, SC_COCKTAIL_WARG_BLOOD, 100, 20, 300000);
  9404. break;
  9405. case ITEMID_M_BRISKET_TO_THROW: //VIT +20
  9406. sc_start(src, bl, SC_MINOR_BBQ, 100, 20, 300000);
  9407. break;
  9408. case ITEMID_SIROMA_ICETEA_TO_THROW: //DEX +20
  9409. sc_start(src, bl, SC_SIROMA_ICE_TEA, 100, 20, 300000);
  9410. break;
  9411. case ITEMID_DROCERA_STEW_TO_THROW: //AGI +20
  9412. sc_start(src, bl, SC_DROCERA_HERB_STEAMED, 100, 20, 300000);
  9413. break;
  9414. case ITEMID_PETTI_NOODLE_TO_THROW: //LUK +20
  9415. sc_start(src, bl, SC_PUTTI_TAILS_NOODLES, 100, 20, 300000);
  9416. break;
  9417. case ITEMID_BLACK_THING_TO_THROW: //Reduces all stats by random 5 - 10
  9418. sc_start(src, bl, SC_STOMACHACHE, 100, rnd_value(5, 10), 60000);
  9419. break;
  9420. }
  9421. }
  9422. }
  9423. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9424. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9425. break;
  9426. case GN_MIX_COOKING:
  9427. case GN_MAKEBOMB:
  9428. case GN_S_PHARMACY:
  9429. if( sd ) {
  9430. int qty = 1;
  9431. sd->skill_id_old = skill_id;
  9432. sd->skill_lv_old = skill_lv;
  9433. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9434. qty = 10;
  9435. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9437. }
  9438. break;
  9439. case EL_CIRCLE_OF_FIRE:
  9440. case EL_PYROTECHNIC:
  9441. case EL_HEATER:
  9442. case EL_TROPIC:
  9443. case EL_AQUAPLAY:
  9444. case EL_COOLER:
  9445. case EL_CHILLY_AIR:
  9446. case EL_GUST:
  9447. case EL_BLAST:
  9448. case EL_WILD_STORM:
  9449. case EL_PETROLOGY:
  9450. case EL_CURSED_SOIL:
  9451. case EL_UPHEAVAL:
  9452. case EL_FIRE_CLOAK:
  9453. case EL_WATER_DROP:
  9454. case EL_WIND_CURTAIN:
  9455. case EL_SOLID_SKIN:
  9456. case EL_STONE_SHIELD:
  9457. case EL_WIND_STEP: {
  9458. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9459. if( ele ) {
  9460. sc_type type2 = (sc_type)(type-1);
  9461. struct status_change *sc = status_get_sc(&ele->bl);
  9462. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9463. elemental_clean_single_effect(ele, skill_id);
  9464. } else {
  9465. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9466. 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, 6);
  9467. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9468. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
  9469. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9470. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9471. }
  9472. }
  9473. }
  9474. break;
  9475. case EL_FIRE_MANTLE:
  9476. case EL_WATER_BARRIER:
  9477. case EL_ZEPHYR:
  9478. case EL_POWER_OF_GAIA:
  9479. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9480. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9481. break;
  9482. case EL_WATER_SCREEN: {
  9483. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9484. if( ele ) {
  9485. struct status_change *sc = status_get_sc(&ele->bl);
  9486. sc_type type2 = (sc_type)(type-1);
  9487. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9488. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9489. elemental_clean_single_effect(ele, skill_id);
  9490. } else {
  9491. // This not heals at the end.
  9492. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9493. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9494. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9495. }
  9496. }
  9497. }
  9498. break;
  9499. case KO_KAHU_ENTEN:
  9500. case KO_HYOUHU_HUBUKI:
  9501. case KO_KAZEHU_SEIRAN:
  9502. case KO_DOHU_KOUKAI:
  9503. if (sd) {
  9504. int ele_type = skill_get_ele(skill_id,skill_lv);
  9505. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9506. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9507. }
  9508. break;
  9509. case KO_ZANZOU:
  9510. if(sd){
  9511. struct mob_data *md2;
  9512. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9513. if( md2 )
  9514. {
  9515. md2->master_id = src->id;
  9516. md2->special_state.ai = AI_ZANZOU;
  9517. if( md2->deletetimer != INVALID_TIMER )
  9518. delete_timer(md2->deletetimer, mob_timer_delete);
  9519. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9520. mob_spawn( md2 );
  9521. pc_setinvincibletimer(sd,500);// unlock target lock
  9522. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9523. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9524. }
  9525. }
  9526. break;
  9527. case KO_KYOUGAKU:
  9528. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9529. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9530. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9531. }else if( sd )
  9532. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9533. break;
  9534. case KO_JYUSATSU:
  9535. if( dstsd && tsc && !tsc->data[type] &&
  9536. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9537. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9538. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  9539. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  9540. if( status_get_lv(bl) <= status_get_lv(src) )
  9541. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9542. }else if( sd )
  9543. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9544. break;
  9545. case KO_GENWAKU:
  9546. if ((dstsd || dstmd) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  9547. int x = src->x, y = src->y;
  9548. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9549. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9550. break;
  9551. }
  9552. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  9553. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9554. if (!is_boss(bl))
  9555. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9556. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  9557. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9558. clif_blown(src);
  9559. if (!is_boss(bl) && unit_movepos(bl,x,y,0,0)) {
  9560. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9561. clif_sitting(bl); //Avoid sitting sync problem
  9562. clif_blown(bl);
  9563. }
  9564. }
  9565. }
  9566. break;
  9567. case OB_AKAITSUKI:
  9568. case OB_OBOROGENSOU:
  9569. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9570. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9572. break;
  9573. }
  9574. case KO_IZAYOI:
  9575. case OB_ZANGETSU:
  9576. case KG_KYOMU:
  9577. case KG_KAGEMUSYA:
  9578. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9579. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9580. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9581. break;
  9582. case KG_KAGEHUMI:
  9583. if( flag&1 ){
  9584. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9585. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9586. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9587. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9588. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9589. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9590. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9591. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9592. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9593. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9594. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9595. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9596. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9597. }
  9598. if( skill_area_temp[2] == 1 ){
  9599. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9600. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9601. }
  9602. }else{
  9603. skill_area_temp[2] = 0;
  9604. if (battle_config.skill_wall_check)
  9605. map_foreachinshootrange(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);
  9606. else
  9607. 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|SD_SPLASH|1, skill_castend_nodamage_id);
  9608. }
  9609. break;
  9610. case MH_SILENT_BREEZE:
  9611. {
  9612. int heal = 5 * status_get_lv(&hd->bl) +
  9613. #ifdef RENEWAL
  9614. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9615. #else
  9616. status_base_matk_min(&hd->battle_status);
  9617. #endif
  9618. //Silences the homunculus and target
  9619. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9620. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9621. //Recover the target's HP
  9622. status_heal(bl,heal,0,3);
  9623. //Removes these SC from target
  9624. if (tsc) {
  9625. const enum sc_type scs[] = {
  9626. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9627. };
  9628. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9629. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9630. }
  9631. if (hd)
  9632. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9633. }
  9634. break;
  9635. case MH_OVERED_BOOST:
  9636. if (hd) {
  9637. struct block_list *s_bl = battle_get_master(src);
  9638. if(hd->homunculus.hunger>50) //reduce hunger
  9639. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9640. else
  9641. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9642. if(s_bl && s_bl->type==BL_PC) {
  9643. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9644. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9645. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9646. }
  9647. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9648. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9649. }
  9650. break;
  9651. case MH_GRANITIC_ARMOR:
  9652. case MH_PYROCLASTIC:
  9653. if(hd) {
  9654. struct block_list *s_bl = battle_get_master(src);
  9655. 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
  9656. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9657. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9658. }
  9659. break;
  9660. case MH_LIGHT_OF_REGENE: //self
  9661. if(hd) {
  9662. struct block_list *s_bl = battle_get_master(src);
  9663. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9664. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9665. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9666. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9667. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9668. }
  9669. break;
  9670. case MH_STYLE_CHANGE:
  9671. if(hd){
  9672. struct status_change_entry *sce;
  9673. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9674. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9675. else sce->val1 = MH_MD_FIGHTING;
  9676. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9677. char output[128];
  9678. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9679. clif_colormes(hd->master->fd, color_table[COLOR_RED], output);
  9680. }
  9681. }
  9682. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9683. }
  9684. break;
  9685. case MH_MAGMA_FLOW:
  9686. case MH_PAIN_KILLER:
  9687. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9688. if (hd)
  9689. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9690. break;
  9691. case MH_SUMMON_LEGION: {
  9692. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9693. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9694. struct mob_data *sum_md;
  9695. int i_slave,c=0;
  9696. int maxcount = qty[skill_lv-1];
  9697. 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);
  9698. if(c >= maxcount) return 0; //max qty already spawned
  9699. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9700. 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);
  9701. if (sum_md) {
  9702. sum_md->master_id = src->id;
  9703. sum_md->special_state.ai = AI_LEGION;
  9704. if (sum_md->deletetimer != INVALID_TIMER)
  9705. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9706. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9707. mob_spawn(sum_md); //Now it is ready for spawning.
  9708. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9709. }
  9710. }
  9711. if (hd)
  9712. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9713. }
  9714. break;
  9715. case RL_RICHS_COIN:
  9716. if (sd) {
  9717. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9718. for (i = 0; i < 10; i++)
  9719. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9720. }
  9721. break;
  9722. case RL_C_MARKER:
  9723. if (sd) {
  9724. // If marked by someone else, failed
  9725. if (tsce && tsce->val2 != src->id) {
  9726. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9727. break;
  9728. }
  9729. // Check if marked before
  9730. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9731. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9732. // Find empty slot
  9733. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9734. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9735. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9736. break;
  9737. }
  9738. }
  9739. sd->c_marker[i] = bl->id;
  9740. 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);
  9741. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9742. }
  9743. // If mob casts this, at least SC_C_MARKER as debuff
  9744. else {
  9745. 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);
  9746. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9747. }
  9748. break;
  9749. case RL_D_TAIL:
  9750. if (sd) {
  9751. if (battle_config.skill_wall_check)
  9752. skill_area_temp[0] = map_foreachinshootrange(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);
  9753. else
  9754. 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);
  9755. if (!skill_area_temp[0]) {
  9756. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9757. break;
  9758. }
  9759. }
  9760. if (battle_config.skill_wall_check)
  9761. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9762. else
  9763. 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|SD_ANIMATION|1, skill_castend_damage_id);
  9764. skill_area_temp[0] = 0;
  9765. break;
  9766. case RL_QD_SHOT:
  9767. if (sd) {
  9768. skill_area_temp[1] = bl->id;
  9769. // Check surrounding
  9770. if (battle_config.skill_wall_check)
  9771. skill_area_temp[0] = map_foreachinshootrange(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);
  9772. else
  9773. 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);
  9774. if (skill_area_temp[0])
  9775. 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);
  9776. // Main target always receives damage
  9777. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9778. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9779. if (tsc && tsc->data[SC_C_MARKER])
  9780. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9781. }
  9782. else {
  9783. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9784. if (battle_config.skill_wall_check)
  9785. map_foreachinshootrange(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);
  9786. else
  9787. 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);
  9788. }
  9789. skill_area_temp[0] = 0;
  9790. skill_area_temp[1] = 0;
  9791. break;
  9792. case RL_FLICKER:
  9793. if (sd) {
  9794. int16 splash = skill_get_splash(skill_id, skill_lv);
  9795. sd->flicker = true;
  9796. skill_area_temp[1] = 0;
  9797. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9798. // Detonate RL_B_TRAP
  9799. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9800. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9801. }
  9802. // Detonate RL_H_MINE
  9803. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9804. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9805. sd->flicker = false;
  9806. }
  9807. break;
  9808. case SO_ELEMENTAL_SHIELD:
  9809. if (!sd || sd->status.party_id == 0 || flag&1) {
  9810. if (sd && sd->status.party_id == 0) {
  9811. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9812. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9813. elemental_delete(sd->ed);
  9814. }
  9815. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9816. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9817. }
  9818. else {
  9819. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9820. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9821. elemental_delete(sd->ed);
  9822. 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);
  9823. }
  9824. break;
  9825. default:
  9826. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9827. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9828. map_freeblock_unlock();
  9829. return 1;
  9830. }
  9831. if (skill_id != SR_CURSEDCIRCLE) {
  9832. struct status_change *sc = status_get_sc(src);
  9833. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  9834. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9835. }
  9836. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9837. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9838. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9839. }
  9840. if( sd && !(flag&1) )
  9841. {// ensure that the skill last-cast tick is recorded
  9842. sd->canskill_tick = gettick();
  9843. if( sd->state.arrow_atk )
  9844. {// consume arrow on last invocation to this skill.
  9845. battle_consume_ammo(sd, skill_id, skill_lv);
  9846. }
  9847. skill_onskillusage(sd, bl, skill_id, tick);
  9848. // perform skill requirement consumption
  9849. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9850. }
  9851. map_freeblock_unlock();
  9852. return 0;
  9853. }
  9854. /**
  9855. * Checking that causing skill failed
  9856. * @param src Caster
  9857. * @param target Target
  9858. * @param skill_id
  9859. * @param skill_lv
  9860. * @return -1 success, others are failed @see enum useskill_fail_cause.
  9861. **/
  9862. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  9863. int inf = skill_get_inf(skill_id);
  9864. int inf2 = skill_get_inf2(skill_id);
  9865. struct status_change *tsc = status_get_sc(target);
  9866. switch (skill_id) {
  9867. case AL_HEAL:
  9868. case AL_INCAGI:
  9869. case AL_DECAGI:
  9870. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  9871. case AB_RENOVATIO:
  9872. case AB_HIGHNESSHEAL:
  9873. if (tsc && tsc->option&OPTION_MADOGEAR)
  9874. return USESKILL_FAIL_TOTARGET;
  9875. break;
  9876. case RG_BACKSTAP:
  9877. {
  9878. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9879. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  9880. return USESKILL_FAIL_MAX;
  9881. }
  9882. break;
  9883. case PR_TURNUNDEAD:
  9884. {
  9885. struct status_data *tstatus = status_get_status_data(target);
  9886. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  9887. return USESKILL_FAIL_MAX;
  9888. }
  9889. break;
  9890. case PR_LEXDIVINA:
  9891. case MER_LEXDIVINA:
  9892. {
  9893. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9894. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE])) {
  9895. clif_skill_nodamage (src, target, skill_id, skill_lv, 0);
  9896. return USESKILL_FAIL_MAX;
  9897. }
  9898. }
  9899. break;
  9900. // Check if path can be reached
  9901. case RA_WUGSTRIKE:
  9902. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9903. return USESKILL_FAIL_MAX;
  9904. break;
  9905. }
  9906. if (inf&INF_ATTACK_SKILL ||
  9907. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9908. ) // Casted through combo.
  9909. inf = BCT_ENEMY; //Offensive skill.
  9910. else if (inf2&INF2_NO_ENEMY)
  9911. inf = BCT_NOENEMY;
  9912. else
  9913. inf = 0;
  9914. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  9915. inf |=
  9916. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9917. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9918. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9919. inf &= ~BCT_NEUTRAL;
  9920. }
  9921. switch (skill_id) {
  9922. // Cannot be casted to Emperium
  9923. case SL_SKE:
  9924. case SL_SKA:
  9925. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  9926. return USESKILL_FAIL_MAX;
  9927. break;
  9928. // Still can be casted to party member in normal map
  9929. case RK_PHANTOMTHRUST:
  9930. case AB_CLEARANCE:
  9931. if (target->type != BL_MOB && !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0)
  9932. return USESKILL_FAIL_MAX;
  9933. inf |= BCT_PARTY;
  9934. break;
  9935. }
  9936. if (inf && battle_check_target(src, target, inf) <= 0)
  9937. return USESKILL_FAIL_LEVEL;
  9938. // Fogwall makes all offensive-type targetted skills fail at 75%
  9939. // Jump Kick can still fail even though you can jump to friendly targets.
  9940. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  9941. return USESKILL_FAIL_LEVEL;
  9942. return -1;
  9943. }
  9944. /**
  9945. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  9946. * @param tid
  9947. * @param tick
  9948. * @param data
  9949. **/
  9950. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9951. {
  9952. struct block_list *target, *src;
  9953. struct map_session_data *sd;
  9954. struct mob_data *md;
  9955. struct unit_data *ud;
  9956. struct status_change *sc = NULL;
  9957. int flag = 0;
  9958. src = map_id2bl(id);
  9959. if( src == NULL )
  9960. {
  9961. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9962. return 0;// not found
  9963. }
  9964. ud = unit_bl2ud(src);
  9965. if( ud == NULL )
  9966. {
  9967. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9968. return 0;// ???
  9969. }
  9970. sd = BL_CAST(BL_PC, src);
  9971. md = BL_CAST(BL_MOB, src);
  9972. if( src->prev == NULL ) {
  9973. ud->skilltimer = INVALID_TIMER;
  9974. return 0;
  9975. }
  9976. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9977. if( ud->skilltimer != tid ) {
  9978. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9979. ud->skilltimer = INVALID_TIMER;
  9980. return 0;
  9981. }
  9982. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9983. {// restore original walk speed
  9984. ud->skilltimer = INVALID_TIMER;
  9985. status_calc_bl(&sd->bl, SCB_SPEED);
  9986. }
  9987. ud->skilltimer = INVALID_TIMER;
  9988. }
  9989. if (ud->skilltarget == id)
  9990. target = src;
  9991. else
  9992. target = map_id2bl(ud->skilltarget);
  9993. // Use a do so that you can break out of it when the skill fails.
  9994. do {
  9995. bool fail = false;
  9996. int8 res = USESKILL_FAIL_LEVEL;
  9997. if (!target || target->prev == NULL)
  9998. break;
  9999. if (src->m != target->m || status_isdead(src))
  10000. break;
  10001. //These should become skill_castend_pos
  10002. switch (ud->skill_id) {
  10003. case WE_CALLPARTNER:
  10004. if (sd)
  10005. clif_callpartner(sd);
  10006. case WE_CALLPARENT:
  10007. if (sd) {
  10008. struct map_session_data *f_sd = pc_get_father(sd);
  10009. struct map_session_data *m_sd = pc_get_mother(sd);
  10010. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10011. fail = true;
  10012. break;
  10013. }
  10014. }
  10015. case WE_CALLBABY:
  10016. if (sd) {
  10017. struct map_session_data *c_sd = pc_get_child(sd);
  10018. if (c_sd && c_sd->state.autotrade) {
  10019. fail = true;
  10020. break;
  10021. }
  10022. }
  10023. case AM_RESURRECTHOMUN:
  10024. case PF_SPIDERWEB:
  10025. {
  10026. //Find a random spot to place the skill. [Skotlex]
  10027. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10028. ud->skillx = target->x + splash;
  10029. ud->skilly = target->y + splash;
  10030. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10031. ud->skillx = target->x;
  10032. ud->skilly = target->y;
  10033. }
  10034. ud->skilltimer = tid;
  10035. return skill_castend_pos(tid,tick,id,data);
  10036. }
  10037. case GN_WALLOFTHORN:
  10038. case SC_ESCAPE:
  10039. ud->skillx = target->x;
  10040. ud->skilly = target->y;
  10041. ud->skilltimer = tid;
  10042. return skill_castend_pos(tid,tick,id,data);
  10043. }
  10044. // Failing
  10045. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10046. if (sd && res != USESKILL_FAIL_MAX)
  10047. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10048. break;
  10049. }
  10050. //Avoid doing double checks for instant-cast skills.
  10051. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10052. break;
  10053. if(md) {
  10054. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10055. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10056. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10057. }
  10058. if(src != target && battle_config.skill_add_range &&
  10059. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  10060. {
  10061. if (sd) {
  10062. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10063. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10064. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  10065. }
  10066. break;
  10067. }
  10068. #ifdef OFFICIAL_WALKPATH
  10069. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  10070. {
  10071. if (sd) {
  10072. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10073. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10074. }
  10075. break;
  10076. }
  10077. #endif
  10078. if( sd )
  10079. {
  10080. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10081. break;
  10082. else
  10083. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10084. }
  10085. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10086. break;
  10087. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10088. ud->state.running = 0;
  10089. status_change_end(src, SC_RUN, INVALID_TIMER);
  10090. flag = 1;
  10091. }
  10092. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10093. unit_stop_walking(src,1);
  10094. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10095. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10096. if (sd) { //Cooldown application
  10097. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10098. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10099. }
  10100. if( battle_config.display_status_timers && sd )
  10101. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10102. if( sd )
  10103. {
  10104. switch( ud->skill_id )
  10105. {
  10106. case GS_DESPERADO:
  10107. case RL_FIREDANCE:
  10108. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10109. break;
  10110. case CR_GRANDCROSS:
  10111. case NPC_GRANDDARKNESS:
  10112. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  10113. {
  10114. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  10115. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  10116. break;
  10117. }
  10118. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10119. break;
  10120. }
  10121. }
  10122. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10123. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10124. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10125. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10126. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10127. map_freeblock_lock();
  10128. // only normal attack and auto cast skills benefit from its bonuses
  10129. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10130. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10131. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10132. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10133. else
  10134. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10135. sc = status_get_sc(src);
  10136. if(sc && sc->count) {
  10137. if(sc->data[SC_SPIRIT] &&
  10138. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10139. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10140. ud->skill_id != WZ_WATERBALL)
  10141. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10142. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  10143. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10144. }
  10145. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  10146. sd->skillitem = sd->skillitemlv = 0;
  10147. if (ud->skilltimer == INVALID_TIMER) {
  10148. if(md) md->skill_idx = -1;
  10149. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10150. ud->skill_lv = ud->skilltarget = 0;
  10151. }
  10152. map_freeblock_unlock();
  10153. return 1;
  10154. } while(0);
  10155. //Skill failed.
  10156. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10157. { //When Asura fails... (except when it fails from Wall of Fog)
  10158. //Consume SP/spheres
  10159. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10160. status_set_sp(src, 0, 0);
  10161. sc = &sd->sc;
  10162. if (sc->count)
  10163. { //End states
  10164. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10165. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10166. #ifdef RENEWAL
  10167. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10168. #endif
  10169. }
  10170. if( target && target->m == src->m ) { //Move character to target anyway.
  10171. short x, y;
  10172. short dir = map_calc_dir(src,target->x,target->y);
  10173. //Move 3 cells (From Caster)
  10174. if( dir > 0 && dir < 4 )
  10175. x = -3;
  10176. else if( dir > 4 )
  10177. x = 3;
  10178. else
  10179. x = 0;
  10180. if( dir > 2 && dir < 6 )
  10181. y = -3;
  10182. else if( dir == 7 || dir < 2 )
  10183. y = 3;
  10184. else
  10185. y = 0;
  10186. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10187. clif_blown(src);
  10188. clif_spiritball(src);
  10189. }
  10190. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  10191. }
  10192. }
  10193. ud->skill_id = ud->skilltarget = 0;
  10194. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10195. ud->canact_tick = tick;
  10196. //You can't place a skill failed packet here because it would be
  10197. //sent in ALL cases, even cases where skill_check_condition fails
  10198. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10199. if(sd)
  10200. sd->skillitem = sd->skillitemlv = 0;
  10201. else if(md)
  10202. md->skill_idx = -1;
  10203. return 0;
  10204. }
  10205. /*==========================================
  10206. *
  10207. *------------------------------------------*/
  10208. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  10209. {
  10210. struct block_list* src = map_id2bl(id);
  10211. struct map_session_data *sd;
  10212. struct unit_data *ud = unit_bl2ud(src);
  10213. struct mob_data *md;
  10214. nullpo_ret(ud);
  10215. sd = BL_CAST(BL_PC , src);
  10216. md = BL_CAST(BL_MOB, src);
  10217. if( src->prev == NULL ) {
  10218. ud->skilltimer = INVALID_TIMER;
  10219. return 0;
  10220. }
  10221. if( ud->skilltimer != tid )
  10222. {
  10223. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10224. ud->skilltimer = INVALID_TIMER;
  10225. return 0;
  10226. }
  10227. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10228. {// restore original walk speed
  10229. ud->skilltimer = INVALID_TIMER;
  10230. status_calc_bl(&sd->bl, SCB_SPEED);
  10231. }
  10232. ud->skilltimer = INVALID_TIMER;
  10233. do {
  10234. int maxcount=0;
  10235. if( status_isdead(src) )
  10236. break;
  10237. if( !(src->type&battle_config.skill_reiteration) &&
  10238. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  10239. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  10240. )
  10241. {
  10242. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_DUPLICATE_RANGEIN,0);
  10243. break;
  10244. }
  10245. if( src->type&battle_config.skill_nofootset &&
  10246. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  10247. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  10248. )
  10249. {
  10250. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10251. break;
  10252. }
  10253. if( src->type&battle_config.land_skill_limit &&
  10254. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  10255. ) {
  10256. int i;
  10257. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  10258. if(ud->skillunit[i]->skill_id == ud->skill_id)
  10259. maxcount--;
  10260. }
  10261. if( maxcount == 0 )
  10262. {
  10263. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10264. break;
  10265. }
  10266. }
  10267. if(tid != INVALID_TIMER)
  10268. { //Avoid double checks on instant cast skills. [Skotlex]
  10269. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10270. break;
  10271. if(battle_config.skill_add_range &&
  10272. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  10273. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10274. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  10275. break;
  10276. }
  10277. }
  10278. if( sd )
  10279. {
  10280. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10281. break;
  10282. else
  10283. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10284. }
  10285. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10286. break;
  10287. if(md) {
  10288. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10289. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10290. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10291. }
  10292. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10293. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10294. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10295. if (ud->walktimer != INVALID_TIMER)
  10296. unit_stop_walking(src,1);
  10297. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10298. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10299. if (sd) { //Cooldown application
  10300. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10301. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10302. }
  10303. if( battle_config.display_status_timers && sd )
  10304. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10305. // if( sd )
  10306. // {
  10307. // switch( ud->skill_id )
  10308. // {
  10309. // case ????:
  10310. // sd->canequip_tick = tick + ????;
  10311. // break;
  10312. // }
  10313. // }
  10314. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10315. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10316. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10317. map_freeblock_lock();
  10318. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10319. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10320. sd->skillitem = sd->skillitemlv = 0;
  10321. if (ud->skilltimer == INVALID_TIMER) {
  10322. if (md) md->skill_idx = -1;
  10323. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10324. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10325. }
  10326. map_freeblock_unlock();
  10327. return 1;
  10328. } while(0);
  10329. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10330. ud->canact_tick = tick;
  10331. ud->skill_id = ud->skill_lv = 0;
  10332. if(sd)
  10333. sd->skillitem = sd->skillitemlv = 0;
  10334. else if(md)
  10335. md->skill_idx = -1;
  10336. return 0;
  10337. }
  10338. /* skill count without self */
  10339. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10340. struct block_list* src = va_arg(ap, struct block_list*);
  10341. if( src->id != bl->id ) {
  10342. return 1;
  10343. }
  10344. return 0;
  10345. }
  10346. /*==========================================
  10347. *
  10348. *------------------------------------------*/
  10349. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10350. {
  10351. struct map_session_data* sd;
  10352. struct status_change* sc;
  10353. struct status_change_entry *sce;
  10354. struct skill_unit_group* sg;
  10355. enum sc_type type;
  10356. int i;
  10357. //if(skill_lv <= 0) return 0;
  10358. if(skill_id > 0 && !skill_lv) return 0; // celest
  10359. nullpo_ret(src);
  10360. if(status_isdead(src))
  10361. return 0;
  10362. sd = BL_CAST(BL_PC, src);
  10363. sc = status_get_sc(src);
  10364. type = status_skill2sc(skill_id);
  10365. sce = (sc && type != -1)?sc->data[type]:NULL;
  10366. switch (skill_id) { //Skill effect.
  10367. case WZ_METEOR:
  10368. case WZ_ICEWALL:
  10369. case MO_BODYRELOCATION:
  10370. case CR_CULTIVATION:
  10371. case HW_GANBANTEIN:
  10372. case LG_EARTHDRIVE:
  10373. case SC_ESCAPE:
  10374. case RL_HAMMER_OF_GOD:
  10375. break; //Effect is displayed on respective switch case.
  10376. default:
  10377. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10378. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10379. else
  10380. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10381. }
  10382. switch(skill_id)
  10383. {
  10384. case PR_BENEDICTIO:
  10385. skill_area_temp[1] = src->id;
  10386. i = skill_get_splash(skill_id, skill_lv);
  10387. map_foreachinarea(skill_area_sub,
  10388. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10389. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10390. skill_castend_nodamage_id);
  10391. map_foreachinarea(skill_area_sub,
  10392. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10393. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10394. skill_castend_damage_id);
  10395. break;
  10396. case BS_HAMMERFALL:
  10397. i = skill_get_splash(skill_id, skill_lv);
  10398. map_foreachinarea (skill_area_sub,
  10399. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10400. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10401. skill_castend_nodamage_id);
  10402. break;
  10403. case HT_DETECTING:
  10404. i = skill_get_splash(skill_id, skill_lv);
  10405. map_foreachinarea( status_change_timer_sub,
  10406. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10407. src,NULL,SC_SIGHT,tick);
  10408. if(battle_config.traps_setting&1)
  10409. map_foreachinarea(skill_reveal_trap, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  10410. break;
  10411. break;
  10412. case SR_RIDEINLIGHTNING:
  10413. i = skill_get_splash(skill_id, skill_lv);
  10414. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10415. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10416. break;
  10417. case SA_VOLCANO:
  10418. case SA_DELUGE:
  10419. case SA_VIOLENTGALE:
  10420. { //Does not consumes if the skill is already active. [Skotlex]
  10421. struct skill_unit_group *sg2;
  10422. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10423. {
  10424. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10425. {
  10426. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10427. return 0; // not to consume items
  10428. }
  10429. else
  10430. sg2->limit = 0; //Disable it.
  10431. }
  10432. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10433. break;
  10434. }
  10435. // Skill Unit Setting
  10436. case MG_SAFETYWALL:
  10437. case MG_FIREWALL:
  10438. case MG_THUNDERSTORM:
  10439. case AL_PNEUMA:
  10440. case WZ_FIREPILLAR:
  10441. case WZ_QUAGMIRE:
  10442. case WZ_VERMILION:
  10443. case WZ_STORMGUST:
  10444. case WZ_HEAVENDRIVE:
  10445. case PR_SANCTUARY:
  10446. case PR_MAGNUS:
  10447. case CR_GRANDCROSS:
  10448. case NPC_GRANDDARKNESS:
  10449. case HT_SKIDTRAP:
  10450. case MA_SKIDTRAP:
  10451. case HT_LANDMINE:
  10452. case MA_LANDMINE:
  10453. case HT_ANKLESNARE:
  10454. case HT_SHOCKWAVE:
  10455. case HT_SANDMAN:
  10456. case MA_SANDMAN:
  10457. case HT_FLASHER:
  10458. case HT_FREEZINGTRAP:
  10459. case MA_FREEZINGTRAP:
  10460. case HT_BLASTMINE:
  10461. case HT_CLAYMORETRAP:
  10462. case AS_VENOMDUST:
  10463. case AM_DEMONSTRATION:
  10464. case PF_FOGWALL:
  10465. case PF_SPIDERWEB:
  10466. case HT_TALKIEBOX:
  10467. case WE_CALLPARTNER:
  10468. case WE_CALLPARENT:
  10469. case WE_CALLBABY:
  10470. case AC_SHOWER: //Ground-placed skill implementation.
  10471. case MA_SHOWER:
  10472. case SA_LANDPROTECTOR:
  10473. case BD_LULLABY:
  10474. case BD_RICHMANKIM:
  10475. case BD_ETERNALCHAOS:
  10476. case BD_DRUMBATTLEFIELD:
  10477. case BD_RINGNIBELUNGEN:
  10478. case BD_ROKISWEIL:
  10479. case BD_INTOABYSS:
  10480. case BD_SIEGFRIED:
  10481. case BA_DISSONANCE:
  10482. case BA_POEMBRAGI:
  10483. case BA_WHISTLE:
  10484. case BA_ASSASSINCROSS:
  10485. case BA_APPLEIDUN:
  10486. case DC_UGLYDANCE:
  10487. case DC_HUMMING:
  10488. case DC_DONTFORGETME:
  10489. case DC_FORTUNEKISS:
  10490. case DC_SERVICEFORYOU:
  10491. case CG_MOONLIT:
  10492. case GS_DESPERADO:
  10493. case NJ_KAENSIN:
  10494. case NJ_BAKUENRYU:
  10495. case NJ_SUITON:
  10496. case NJ_HYOUSYOURAKU:
  10497. case NJ_RAIGEKISAI:
  10498. case NJ_KAMAITACHI:
  10499. #ifdef RENEWAL
  10500. case NJ_HUUMA:
  10501. #endif
  10502. case NPC_EVILLAND:
  10503. case RA_ELECTRICSHOCKER:
  10504. case RA_CLUSTERBOMB:
  10505. case RA_MAGENTATRAP:
  10506. case RA_COBALTTRAP:
  10507. case RA_MAIZETRAP:
  10508. case RA_VERDURETRAP:
  10509. case RA_FIRINGTRAP:
  10510. case RA_ICEBOUNDTRAP:
  10511. case SC_MANHOLE:
  10512. case SC_DIMENSIONDOOR:
  10513. case SC_CHAOSPANIC:
  10514. case SC_MAELSTROM:
  10515. case SC_BLOODYLUST:
  10516. case WM_REVERBERATION:
  10517. case WM_POEMOFNETHERWORLD:
  10518. case SO_PSYCHIC_WAVE:
  10519. case SO_VACUUM_EXTREME:
  10520. case GN_THORNS_TRAP:
  10521. case GN_DEMONIC_FIRE:
  10522. case GN_HELLS_PLANT:
  10523. case SO_EARTHGRAVE:
  10524. case SO_DIAMONDDUST:
  10525. case SO_FIRE_INSIGNIA:
  10526. case SO_WATER_INSIGNIA:
  10527. case SO_WIND_INSIGNIA:
  10528. case SO_EARTH_INSIGNIA:
  10529. case KO_HUUMARANKA:
  10530. case KO_BAKURETSU:
  10531. case KO_ZENKAI:
  10532. case MH_LAVA_SLIDE:
  10533. case MH_VOLCANIC_ASH:
  10534. case MH_POISON_MIST:
  10535. case MH_STEINWAND:
  10536. case MH_XENO_SLASHER:
  10537. case LG_KINGS_GRACE:
  10538. case RL_B_TRAP:
  10539. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10540. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10541. case GN_WALLOFTHORN:
  10542. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10543. break;
  10544. case WZ_ICEWALL:
  10545. flag|=1;
  10546. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10547. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10548. break;
  10549. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10550. skill_clear_unitgroup(src);
  10551. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10552. flag|=1;
  10553. break;
  10554. case HP_BASILICA:
  10555. if( sc->data[SC_BASILICA] ) {
  10556. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10557. return 0;
  10558. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10559. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10560. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10561. return 0;
  10562. }
  10563. skill_clear_unitgroup(src);
  10564. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10565. flag|=1;
  10566. }
  10567. break;
  10568. case CG_HERMODE:
  10569. skill_clear_unitgroup(src);
  10570. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10571. sc_start4(src,src,SC_DANCING,100,
  10572. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10573. flag|=1;
  10574. break;
  10575. case RG_CLEANER: // [Valaris]
  10576. i = skill_get_splash(skill_id, skill_lv);
  10577. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10578. break;
  10579. case SO_WARMER:
  10580. flag|= 8;
  10581. case SO_CLOUD_KILL:
  10582. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10583. break;
  10584. case WZ_METEOR: {
  10585. int area = skill_get_splash(skill_id, skill_lv);
  10586. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10587. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10588. // Creates a random Cell in the Splash Area
  10589. tmpx = x - area + rnd()%(area * 2 + 1);
  10590. tmpy = y - area + rnd()%(area * 2 + 1);
  10591. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
  10592. && !map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
  10593. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10594. if( i > 0 )
  10595. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10596. x1 = tmpx;
  10597. y1 = tmpy;
  10598. }
  10599. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10600. }
  10601. break;
  10602. case AL_WARP:
  10603. if(sd)
  10604. {
  10605. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10606. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10607. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10608. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10609. );
  10610. }
  10611. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10612. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10613. return 0; // not to consume item.
  10614. case MO_BODYRELOCATION:
  10615. if (unit_movepos(src, x, y, 1, 1)) {
  10616. #if PACKETVER >= 20111005
  10617. clif_snap(src, src->x, src->y);
  10618. #else
  10619. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10620. #endif
  10621. if (sd)
  10622. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10623. }
  10624. break;
  10625. case NJ_SHADOWJUMP:
  10626. if( skill_check_unit_movepos(3, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10627. clif_blown(src);
  10628. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10629. break;
  10630. case AM_SPHEREMINE:
  10631. case AM_CANNIBALIZE:
  10632. {
  10633. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10634. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10635. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10636. struct mob_data *md;
  10637. // Correct info, don't change any of this! [celest]
  10638. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10639. if (md) {
  10640. md->master_id = src->id;
  10641. md->special_state.ai = (enum mob_ai)ai;
  10642. if( md->deletetimer != INVALID_TIMER )
  10643. delete_timer(md->deletetimer, mob_timer_delete);
  10644. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10645. mob_spawn (md); //Now it is ready for spawning.
  10646. }
  10647. }
  10648. break;
  10649. // Slim Pitcher [Celest]
  10650. case CR_SLIMPITCHER:
  10651. if (sd) {
  10652. int i_lv = 0, j = 0;
  10653. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10654. i_lv = skill_lv%11 - 1;
  10655. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10656. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10657. {
  10658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10659. return 1;
  10660. }
  10661. potion_flag = 1;
  10662. potion_hp = 0;
  10663. potion_sp = 0;
  10664. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10665. potion_flag = 0;
  10666. //Apply skill bonuses
  10667. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10668. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10669. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10670. + pc_skillheal_bonus(sd, skill_id);
  10671. potion_hp = potion_hp * (100+i_lv)/100;
  10672. potion_sp = potion_sp * (100+i_lv)/100;
  10673. if(potion_hp > 0 || potion_sp > 0) {
  10674. i_lv = skill_get_splash(skill_id, skill_lv);
  10675. map_foreachinarea(skill_area_sub,
  10676. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10677. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10678. skill_castend_nodamage_id);
  10679. }
  10680. } else {
  10681. int id = skill_get_itemid(skill_id, skill_lv);
  10682. struct item_data *item;
  10683. item = itemdb_search(id);
  10684. potion_flag = 1;
  10685. potion_hp = 0;
  10686. potion_sp = 0;
  10687. run_script(item->script,0,src->id,0);
  10688. potion_flag = 0;
  10689. id = skill_get_max(CR_SLIMPITCHER)*10;
  10690. potion_hp = potion_hp * (100+id)/100;
  10691. potion_sp = potion_sp * (100+id)/100;
  10692. if(potion_hp > 0 || potion_sp > 0) {
  10693. id = skill_get_splash(skill_id, skill_lv);
  10694. map_foreachinarea(skill_area_sub,
  10695. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10696. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10697. skill_castend_nodamage_id);
  10698. }
  10699. }
  10700. break;
  10701. case HW_GANBANTEIN:
  10702. if (rnd()%100 < 80) {
  10703. int dummy = 1;
  10704. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10705. i = skill_get_splash(skill_id, skill_lv);
  10706. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10707. } else {
  10708. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10709. return 1;
  10710. }
  10711. break;
  10712. case HW_GRAVITATION:
  10713. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10714. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10715. flag|=1;
  10716. break;
  10717. // Plant Cultivation [Celest]
  10718. case CR_CULTIVATION:
  10719. if (sd) {
  10720. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10721. {
  10722. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10723. return 1;
  10724. }
  10725. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10726. if (rnd()%100 < 50) {
  10727. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10728. } else {
  10729. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10730. int t;
  10731. if (!md) break;
  10732. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10733. {
  10734. if( md->deletetimer != INVALID_TIMER )
  10735. delete_timer(md->deletetimer, mob_timer_delete);
  10736. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10737. }
  10738. mob_spawn (md);
  10739. }
  10740. }
  10741. break;
  10742. case SG_SUN_WARM:
  10743. case SG_MOON_WARM:
  10744. case SG_STAR_WARM:
  10745. skill_clear_unitgroup(src);
  10746. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10747. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10748. flag|=1;
  10749. break;
  10750. case PA_GOSPEL:
  10751. if (sce && sce->val4 == BCT_SELF)
  10752. {
  10753. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10754. return 0;
  10755. }
  10756. else
  10757. {
  10758. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10759. if (!sg) break;
  10760. if (sce)
  10761. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10762. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10763. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10764. }
  10765. break;
  10766. case NJ_TATAMIGAESHI:
  10767. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10768. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10769. break;
  10770. case AM_RESURRECTHOMUN: //[orn]
  10771. if (sd)
  10772. {
  10773. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10774. {
  10775. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10776. break;
  10777. }
  10778. }
  10779. break;
  10780. case RK_WINDCUTTER:
  10781. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10782. case NC_COLDSLOWER:
  10783. case NC_ARMSCANNON:
  10784. case RK_DRAGONBREATH:
  10785. case RK_DRAGONBREATH_WATER:
  10786. i = skill_get_splash(skill_id,skill_lv);
  10787. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10788. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10789. break;
  10790. case SO_ARRULLO:
  10791. i = skill_get_splash(skill_id,skill_lv);
  10792. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10793. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10794. break;
  10795. case GC_POISONSMOKE:
  10796. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10797. if( sd )
  10798. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10799. return 0;
  10800. }
  10801. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10802. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10803. break;
  10804. case AB_EPICLESIS:
  10805. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10806. i = skill_get_splash(skill_id, skill_lv);
  10807. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  10808. }
  10809. break;
  10810. case WL_COMET:
  10811. if( sc ) {
  10812. sc->comet_x = x;
  10813. sc->comet_y = y;
  10814. }
  10815. i = skill_get_splash(skill_id,skill_lv);
  10816. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10817. break;
  10818. case WL_EARTHSTRAIN:
  10819. {
  10820. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10821. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10822. for( w = 1; w <= wave; w++ )
  10823. {
  10824. switch( dir ){
  10825. case 0: case 1: case 7: sy = y + w; break;
  10826. case 3: case 4: case 5: sy = y - w; break;
  10827. case 2: sx = x - w; break;
  10828. case 6: sx = x + w; break;
  10829. }
  10830. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10831. }
  10832. }
  10833. break;
  10834. case RA_DETONATOR:
  10835. i = skill_get_splash(skill_id, skill_lv);
  10836. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10837. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10838. break;
  10839. case NC_NEUTRALBARRIER:
  10840. case NC_STEALTHFIELD:
  10841. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10842. skill_clear_unitgroup(src);
  10843. return 0;
  10844. }
  10845. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10846. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10847. 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));
  10848. if( sd ) pc_overheat(sd,1);
  10849. }
  10850. break;
  10851. case NC_SILVERSNIPER:
  10852. {
  10853. struct mob_data *md;
  10854. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10855. if( md ) {
  10856. md->master_id = src->id;
  10857. md->special_state.ai = AI_FAW;
  10858. if( md->deletetimer != INVALID_TIMER )
  10859. delete_timer(md->deletetimer, mob_timer_delete);
  10860. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10861. mob_spawn(md);
  10862. }
  10863. }
  10864. break;
  10865. case NC_MAGICDECOY:
  10866. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10867. break;
  10868. case SC_FEINTBOMB:
  10869. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10870. skill_blown(src,src,skill_get_blewcount(skill_id, skill_lv),unit_getdir(src),0);
  10871. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10872. break;
  10873. case SC_ESCAPE:
  10874. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  10875. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), 0);
  10876. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10877. flag |= 1;
  10878. break;
  10879. case LG_OVERBRAND: {
  10880. int dir = map_calc_dir(src,x,y);
  10881. int sx = src->x, sy = src->y;
  10882. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10883. for( i = 0; i < layout->count; i++ )
  10884. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10885. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10886. }
  10887. break;
  10888. case LG_BANDING:
  10889. if( sc && sc->data[SC_BANDING] )
  10890. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10891. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10892. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10893. if( sd ) pc_banding(sd,skill_lv);
  10894. }
  10895. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10896. break;
  10897. case LG_RAYOFGENESIS:
  10898. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10899. i = skill_get_splash(skill_id,skill_lv);
  10900. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10901. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10902. } else if( sd )
  10903. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10904. break;
  10905. case WM_DOMINION_IMPULSE:
  10906. i = skill_get_splash(skill_id, skill_lv);
  10907. map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10908. break;
  10909. case WM_GREAT_ECHO:
  10910. case WM_SOUND_OF_DESTRUCTION:
  10911. i = skill_get_splash(skill_id,skill_lv);
  10912. 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);
  10913. break;
  10914. case WM_SEVERE_RAINSTORM:
  10915. flag |= 1;
  10916. if (sd)
  10917. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10918. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10919. break;
  10920. case GN_CRAZYWEED: {
  10921. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10922. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10923. int x1 = x - area + rnd()%(area * 2 + 1);
  10924. int y1 = y - area + rnd()%(area * 2 + 1);
  10925. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10926. }
  10927. }
  10928. break;
  10929. case GN_FIRE_EXPANSION: {
  10930. int i_su;
  10931. struct unit_data *ud = unit_bl2ud(src);
  10932. if( !ud ) break;
  10933. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  10934. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  10935. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  10936. switch( skill_lv ) {
  10937. case 1:
  10938. ud->skillunit[i_su]->unit->val2 = skill_lv;
  10939. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  10940. break;
  10941. case 2:
  10942. map_foreachinarea(skill_area_sub,src->m,
  10943. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  10944. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10945. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10946. skill_delunit(ud->skillunit[i_su]->unit);
  10947. break;
  10948. case 3:
  10949. skill_delunit(ud->skillunit[i_su]->unit);
  10950. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  10951. flag |= 1;
  10952. break;
  10953. case 4:
  10954. skill_delunit(ud->skillunit[i_su]->unit);
  10955. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  10956. flag |= 1;
  10957. break;
  10958. case 5: {
  10959. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10960. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10961. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10962. map_foreachinarea(skill_area_sub, src->m,
  10963. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  10964. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10965. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10966. skill_delunit(ud->skillunit[i_su]->unit);
  10967. }
  10968. break;
  10969. }
  10970. }
  10971. }
  10972. }
  10973. break;
  10974. case SO_FIREWALK:
  10975. case SO_ELECTRICWALK:
  10976. if( sc && sc->data[type] )
  10977. status_change_end(src,type,INVALID_TIMER);
  10978. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  10979. break;
  10980. case KO_MAKIBISHI:
  10981. for( i = 0; i < (skill_lv+2); i++ ) {
  10982. x = src->x - 1 + rnd()%3;
  10983. y = src->y - 1 + rnd()%3;
  10984. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10985. }
  10986. break;
  10987. case KO_MUCHANAGE: {
  10988. struct status_data *sstatus;
  10989. int rate = 0;
  10990. sstatus = status_get_status_data(src);
  10991. i = skill_get_splash(skill_id,skill_lv);
  10992. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10993. if( rate < 0 )
  10994. rate = 0;
  10995. 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);
  10996. if( rnd()%100 < rate )
  10997. 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);
  10998. }
  10999. break;
  11000. case RL_FALLEN_ANGEL:
  11001. if (unit_movepos(src,x,y,1,1)) {
  11002. uint8 skill_use_lv = sd ? pc_checkskill(sd,GS_DESPERADO) : 5;
  11003. if (!skill_use_lv) {
  11004. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  11005. break;
  11006. }
  11007. clif_fixpos(src);
  11008. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11009. skill_addtimerskill(src, tick+500, 0, x, y, RL_FALLEN_ANGEL, skill_use_lv, BF_WEAPON, flag|SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  11010. }
  11011. else {
  11012. if (sd)
  11013. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11014. }
  11015. break;
  11016. case RL_HAMMER_OF_GOD:
  11017. {
  11018. i = skill_get_splash(skill_id, skill_lv);
  11019. if (sd) {
  11020. 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);
  11021. if (!skill_area_temp[0]) {
  11022. // This skill doesn't have area effect, apply self? :P
  11023. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  11024. clif_skill_nodamage(src, src, skill_id, 0, 1);
  11025. break;
  11026. }
  11027. }
  11028. 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|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
  11029. skill_area_temp[0] = 0;
  11030. break;
  11031. }
  11032. break;
  11033. case RL_FIRE_RAIN: {
  11034. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11035. int sx = x = src->x, sy = y = src->y;
  11036. for (w = 1; w <= wave; w++) {
  11037. switch (dir) {
  11038. case 0: sy = y + w; break;
  11039. case 1: sy = y + w; sx = x - w; break;
  11040. case 2: sx = x - w; break;
  11041. case 3: sx = x - w; sy = y - w; break;
  11042. case 4: sy = y - w; break;
  11043. case 5: sx = x + w; sy = y - w; break;
  11044. case 6: sx = x + w; break;
  11045. case 7: sy = y + w; sx = x + w; break;
  11046. }
  11047. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11048. }
  11049. }
  11050. break;
  11051. case NC_MAGMA_ERUPTION:
  11052. // 1st, AoE 'slam' damage
  11053. i = skill_get_splash(skill_id, skill_lv);
  11054. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11055. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11056. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  11057. // 2nd, AoE 'eruption' unit
  11058. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  11059. }
  11060. break;
  11061. default:
  11062. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11063. return 1;
  11064. }
  11065. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11066. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11067. if( sd )
  11068. {// ensure that the skill last-cast tick is recorded
  11069. sd->canskill_tick = gettick();
  11070. if( sd->state.arrow_atk && !(flag&1) )
  11071. {// consume arrow if this is a ground skill
  11072. battle_consume_ammo(sd, skill_id, skill_lv);
  11073. }
  11074. skill_onskillusage(sd, NULL, skill_id, tick);
  11075. // perform skill requirement consumption
  11076. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11077. }
  11078. return 0;
  11079. }
  11080. /*==========================================
  11081. *
  11082. *------------------------------------------*/
  11083. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11084. {
  11085. nullpo_ret(sd);
  11086. //Simplify skill_failed code.
  11087. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11088. if(skill_id != sd->menuskill_id)
  11089. return 0;
  11090. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11091. skill_failed(sd);
  11092. return 0;
  11093. }
  11094. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11095. skill_failed(sd);
  11096. return 0;
  11097. }
  11098. pc_stop_attack(sd);
  11099. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11100. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11101. if(strcmp(mapname,"cancel")==0) {
  11102. skill_failed(sd);
  11103. return 0;
  11104. }
  11105. switch(skill_id)
  11106. {
  11107. case AL_TELEPORT:
  11108. case ALL_ODINS_RECALL:
  11109. //The storage window is closed automatically by the client when there's
  11110. //any kind of map change, so we need to restore it automatically
  11111. //bugreport:8027
  11112. if(strcmp(mapname,"Random") == 0)
  11113. pc_randomwarp(sd,CLR_TELEPORT);
  11114. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11115. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11116. clif_refresh_storagewindow(sd);
  11117. break;
  11118. case AL_WARP:
  11119. {
  11120. const struct point *p[4];
  11121. struct skill_unit_group *group;
  11122. int i, lv, wx, wy;
  11123. int maxcount=0;
  11124. int x,y;
  11125. unsigned short mapindex;
  11126. mapindex = mapindex_name2id((char*)mapname);
  11127. if(!mapindex) { //Given map not found?
  11128. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11129. skill_failed(sd);
  11130. return 0;
  11131. }
  11132. p[0] = &sd->status.save_point;
  11133. p[1] = &sd->status.memo_point[0];
  11134. p[2] = &sd->status.memo_point[1];
  11135. p[3] = &sd->status.memo_point[2];
  11136. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11137. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11138. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11139. maxcount--;
  11140. }
  11141. if(!maxcount) {
  11142. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11143. skill_failed(sd);
  11144. return 0;
  11145. }
  11146. }
  11147. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11148. wx = sd->menuskill_val>>16;
  11149. wy = sd->menuskill_val&0xffff;
  11150. if( lv <= 0 ) return 0;
  11151. if( lv > 4 ) lv = 4; // crash prevention
  11152. // check if the chosen map exists in the memo list
  11153. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11154. if( i < lv ) {
  11155. x=p[i]->x;
  11156. y=p[i]->y;
  11157. } else {
  11158. skill_failed(sd);
  11159. return 0;
  11160. }
  11161. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11162. { // This checks versus skill_id/skill_lv...
  11163. skill_failed(sd);
  11164. return 0;
  11165. }
  11166. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11167. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11168. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11169. skill_failed(sd);
  11170. return 0;
  11171. }
  11172. group->val1 = (group->val1<<16)|(short)0;
  11173. // record the destination coordinates
  11174. group->val2 = (x<<16)|y;
  11175. group->val3 = mapindex;
  11176. }
  11177. break;
  11178. }
  11179. sd->menuskill_id = sd->menuskill_val = 0;
  11180. return 0;
  11181. #undef skill_failed
  11182. }
  11183. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11184. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11185. {
  11186. struct skill_unit* target = (struct skill_unit*)bl;
  11187. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11188. int flag = va_arg(ap, int);
  11189. if (src == target)
  11190. return 0;
  11191. if (!target->group || !(target->group->state.song_dance&0x1))
  11192. return 0;
  11193. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  11194. return 0;
  11195. if (flag) //Set dissonance
  11196. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  11197. else //Remove dissonance
  11198. target->val2 &= ~UF_ENSEMBLE;
  11199. clif_getareachar_skillunit(&target->bl, target, AREA, 0); //Update look of affected cell.
  11200. return 1;
  11201. }
  11202. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11203. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11204. //When 1, this unit has been positioned, so start the cancel effect.
  11205. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11206. {
  11207. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11208. return 0;
  11209. if (!flag && !(unit->val2&UF_ENSEMBLE))
  11210. return 0; //Nothing to remove, this unit is not overlapped.
  11211. if (unit->val1 != unit->group->skill_id)
  11212. { //Reset state
  11213. unit->val1 = unit->group->skill_id;
  11214. unit->val2 &= ~UF_ENSEMBLE;
  11215. }
  11216. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11217. }
  11218. /**
  11219. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11220. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11221. * @param flag 0 Convert
  11222. * @param flag 1 Revert
  11223. * @return true success
  11224. * @TODO: This should be completely removed later and rewritten
  11225. * The entire execution of the overlapping songs instances is dirty and hacked together
  11226. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11227. */
  11228. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11229. {
  11230. static int prevflag = 1; // by default the backup is empty
  11231. static struct skill_unit_group backup;
  11232. struct skill_unit_group* group;
  11233. if( unit == NULL || (group = unit->group) == NULL )
  11234. return false;
  11235. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  11236. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  11237. return false;
  11238. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11239. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11240. flag ? "read an empty backup" : "write to a full backup",
  11241. group->skill_id, group->skill_lv, group->src_id);
  11242. return false;
  11243. }
  11244. prevflag = flag;
  11245. if (!flag) { //Transform
  11246. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  11247. // backup
  11248. backup.skill_id = group->skill_id;
  11249. backup.skill_lv = group->skill_lv;
  11250. backup.unit_id = group->unit_id;
  11251. backup.target_flag = group->target_flag;
  11252. backup.bl_flag = group->bl_flag;
  11253. backup.interval = group->interval;
  11254. // replace
  11255. group->skill_id = skill_id;
  11256. group->skill_lv = 1;
  11257. group->unit_id = skill_get_unit_id(skill_id,0);
  11258. group->target_flag = skill_get_unit_target(skill_id);
  11259. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11260. group->interval = skill_get_unit_interval(skill_id);
  11261. } else { //Restore
  11262. group->skill_id = backup.skill_id;
  11263. group->skill_lv = backup.skill_lv;
  11264. group->unit_id = backup.unit_id;
  11265. group->target_flag = backup.target_flag;
  11266. group->bl_flag = backup.bl_flag;
  11267. group->interval = backup.interval;
  11268. }
  11269. return true;
  11270. }
  11271. /**
  11272. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11273. * @param src Object that triggers the skill
  11274. * @param skill_id Skill ID
  11275. * @param skill_lv Skill level of used skill
  11276. * @param x Position x
  11277. * @param y Position y
  11278. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11279. * @return skill_unit_group
  11280. */
  11281. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11282. {
  11283. struct skill_unit_group *group;
  11284. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11285. int link_group_id = 0;
  11286. int target, interval, range, unit_flag, req_item = 0;
  11287. struct s_skill_unit_layout *layout;
  11288. struct map_session_data *sd;
  11289. struct status_data *status;
  11290. struct status_change *sc;
  11291. int active_flag = 1;
  11292. int subunt = 0;
  11293. nullpo_retr(NULL, src);
  11294. limit = skill_get_time(skill_id,skill_lv);
  11295. range = skill_get_unit_range(skill_id,skill_lv);
  11296. interval = skill_get_unit_interval(skill_id);
  11297. target = skill_get_unit_target(skill_id);
  11298. unit_flag = skill_get_unit_flag(skill_id);
  11299. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11300. sd = BL_CAST(BL_PC, src);
  11301. status = status_get_status_data(src);
  11302. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11303. switch( skill_id ) {
  11304. case MH_STEINWAND:
  11305. val2 = 4 + skill_lv;
  11306. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11307. break;
  11308. case MG_SAFETYWALL:
  11309. #ifdef RENEWAL
  11310. val2 = status_get_max_hp(src) * 3;
  11311. #else
  11312. val2 = skill_lv+1;
  11313. #endif
  11314. break;
  11315. case MG_FIREWALL:
  11316. if(sc && sc->data[SC_VIOLENTGALE])
  11317. limit = limit*3/2;
  11318. val2 = 4+skill_lv;
  11319. break;
  11320. case AL_WARP:
  11321. val1=skill_lv+6;
  11322. if(!(flag&1))
  11323. limit=2000;
  11324. else // previous implementation (not used anymore)
  11325. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11326. if( src->type != BL_SKILL ) return NULL;
  11327. group = ((TBL_SKILL*)src)->group;
  11328. src = map_id2bl(group->src_id);
  11329. if( !src ) return NULL;
  11330. val2 = group->val2; //Copy the (x,y) position you warp to
  11331. val3 = group->val3; //as well as the mapindex to warp to.
  11332. }
  11333. break;
  11334. case HP_BASILICA:
  11335. val1 = src->id; // Store caster id.
  11336. break;
  11337. case PR_SANCTUARY:
  11338. case NPC_EVILLAND:
  11339. val1=skill_lv+3;
  11340. break;
  11341. case WZ_FIREPILLAR:
  11342. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11343. return NULL;
  11344. if((flag&1)!=0)
  11345. limit=1000;
  11346. val1=skill_lv+2;
  11347. break;
  11348. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11349. case AM_DEMONSTRATION:
  11350. case GN_HELLS_PLANT:
  11351. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11352. return NULL;
  11353. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11354. && (src->type&battle_config.vs_traps_bctall))
  11355. target = BCT_ALL;
  11356. break;
  11357. case HT_SKIDTRAP:
  11358. case MA_SKIDTRAP:
  11359. //Save position of caster
  11360. val1 = ((src->x)<<16)|(src->y);
  11361. case HT_ANKLESNARE:
  11362. case HT_SHOCKWAVE:
  11363. case HT_SANDMAN:
  11364. case MA_SANDMAN:
  11365. case HT_CLAYMORETRAP:
  11366. case HT_LANDMINE:
  11367. case MA_LANDMINE:
  11368. case HT_FLASHER:
  11369. case HT_FREEZINGTRAP:
  11370. case MA_FREEZINGTRAP:
  11371. case HT_BLASTMINE:
  11372. case RA_ELECTRICSHOCKER:
  11373. case RA_CLUSTERBOMB:
  11374. case RA_MAGENTATRAP:
  11375. case RA_COBALTTRAP:
  11376. case RA_MAIZETRAP:
  11377. case RA_VERDURETRAP:
  11378. case RA_FIRINGTRAP:
  11379. case RA_ICEBOUNDTRAP:
  11380. case RL_B_TRAP:
  11381. case SC_ESCAPE:
  11382. {
  11383. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11384. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11385. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11386. req_item = req.itemid[i];
  11387. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11388. limit *= 4; // longer trap times in WOE [celest]
  11389. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11390. target = BCT_ALL;
  11391. }
  11392. break;
  11393. case SA_LANDPROTECTOR:
  11394. case SA_VOLCANO:
  11395. case SA_DELUGE:
  11396. case SA_VIOLENTGALE:
  11397. case SC_CHAOSPANIC:
  11398. {
  11399. struct skill_unit_group *old_sg;
  11400. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11401. { //HelloKitty confirmed that these are interchangeable,
  11402. //so you can change element and not consume gemstones.
  11403. if ((
  11404. old_sg->skill_id == SA_VOLCANO ||
  11405. old_sg->skill_id == SA_DELUGE ||
  11406. old_sg->skill_id == SA_VIOLENTGALE
  11407. ) && old_sg->limit > 0)
  11408. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11409. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11410. if (limit < 0) //This can happen...
  11411. limit = skill_get_time(skill_id,skill_lv);
  11412. }
  11413. skill_clear_group(src,1);
  11414. }
  11415. break;
  11416. }
  11417. case BA_WHISTLE:
  11418. val1 = skill_lv +status->agi/10; // Flee increase
  11419. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11420. if(sd){
  11421. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11422. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11423. }
  11424. break;
  11425. case DC_HUMMING:
  11426. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11427. #ifdef RENEWAL
  11428. val1 *= 2;
  11429. #endif
  11430. if(sd)
  11431. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11432. break;
  11433. case BA_POEMBRAGI:
  11434. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11435. //For some reason at level 10 the base delay reduction is 50%.
  11436. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11437. if(sd){
  11438. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11439. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11440. }
  11441. break;
  11442. case DC_DONTFORGETME:
  11443. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11444. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11445. if(sd){
  11446. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11447. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11448. }
  11449. break;
  11450. case DC_SERVICEFORYOU:
  11451. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11452. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11453. if(sd){
  11454. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11455. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11456. }
  11457. break;
  11458. case BA_ASSASSINCROSS:
  11459. #ifdef RENEWAL
  11460. val1 = skill_lv + (status->agi/20); // ASPD increase
  11461. #else
  11462. val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
  11463. #endif
  11464. if(sd)
  11465. val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
  11466. val1*=10; // ASPD works with 1000 as 100%
  11467. break;
  11468. case DC_FORTUNEKISS:
  11469. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11470. if(sd)
  11471. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11472. val1*=10; //Because every 10 crit is an actual cri point.
  11473. break;
  11474. case BD_DRUMBATTLEFIELD:
  11475. #ifdef RENEWAL
  11476. val1 = (skill_lv+5)*25; //Atk increase
  11477. val2 = skill_lv*10; //Def increase
  11478. #else
  11479. val1 = (skill_lv+1)*25; //Atk increase
  11480. val2 = (skill_lv+1)*2; //Def increase
  11481. #endif
  11482. break;
  11483. case BD_RINGNIBELUNGEN:
  11484. val1 = (skill_lv+2)*25; //Atk increase
  11485. break;
  11486. case BD_RICHMANKIM:
  11487. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11488. break;
  11489. case BD_SIEGFRIED:
  11490. val1 = 55 + skill_lv*5; //Elemental Resistance
  11491. val2 = skill_lv*10; //Status ailment resistance
  11492. break;
  11493. case WE_CALLPARTNER:
  11494. if (sd) val1 = sd->status.partner_id;
  11495. break;
  11496. case WE_CALLPARENT:
  11497. if (sd) {
  11498. val1 = sd->status.father;
  11499. val2 = sd->status.mother;
  11500. }
  11501. break;
  11502. case WE_CALLBABY:
  11503. if (sd) val1 = sd->status.child;
  11504. break;
  11505. case NJ_KAENSIN:
  11506. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11507. val2 = (skill_lv+1)/2 + 4;
  11508. break;
  11509. case NJ_SUITON:
  11510. skill_clear_group(src, 1);
  11511. break;
  11512. case GS_GROUNDDRIFT:
  11513. {
  11514. // Ground Drift Element is decided when it's placed.
  11515. int ele = skill_get_ele(skill_id, skill_lv);
  11516. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11517. if (ele == -3)
  11518. val1 = element[rnd()%5]; // Use random from available unit visual?
  11519. else if (ele == -2)
  11520. val1 = status_get_attack_sc_element(src,sc);
  11521. else if (ele == -1) {
  11522. val1 = status->rhw.ele;
  11523. if (sc && sc->data[SC_ENCHANTARMS])
  11524. val1 = sc->data[SC_ENCHANTARMS]->val2;
  11525. }
  11526. switch (val1) {
  11527. case ELE_FIRE:
  11528. subunt++;
  11529. case ELE_WATER:
  11530. subunt++;
  11531. case ELE_POISON:
  11532. subunt++;
  11533. case ELE_DARK:
  11534. subunt++;
  11535. case ELE_WIND:
  11536. break;
  11537. default:
  11538. subunt = rnd()%5;
  11539. break;
  11540. }
  11541. break;
  11542. }
  11543. case GC_POISONSMOKE:
  11544. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11545. return NULL;
  11546. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11547. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11548. limit = skill_get_time(skill_id, skill_lv);
  11549. break;
  11550. case GD_LEADERSHIP:
  11551. case GD_GLORYWOUNDS:
  11552. case GD_SOULCOLD:
  11553. case GD_HAWKEYES:
  11554. limit = 1000000;//it doesn't matter
  11555. break;
  11556. case LG_BANDING:
  11557. limit = -1;
  11558. break;
  11559. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11560. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11561. target = BCT_ALL;
  11562. case WM_SEVERE_RAINSTORM:
  11563. case SO_WATER_INSIGNIA:
  11564. case SO_FIRE_INSIGNIA:
  11565. case SO_WIND_INSIGNIA:
  11566. case SO_EARTH_INSIGNIA:
  11567. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11568. return NULL;
  11569. break;
  11570. case SO_CLOUD_KILL:
  11571. skill_clear_group(src, 4);
  11572. break;
  11573. case SO_WARMER:
  11574. skill_clear_group(src, 8);
  11575. break;
  11576. case SO_FIREWALK:
  11577. case SO_ELECTRICWALK:
  11578. limit = skill_get_time2(skill_id, skill_lv);
  11579. break;
  11580. case GN_WALLOFTHORN:
  11581. // Turns to Firewall
  11582. if( flag&1 )
  11583. limit = 3000;
  11584. val3 = (x<<16)|y;
  11585. break;
  11586. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11587. case GN_FIRE_EXPANSION_TEAR_GAS:
  11588. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11589. break;
  11590. case KO_ZENKAI:
  11591. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11592. val1 = sd->spiritcharm;
  11593. val2 = sd->spiritcharm_type;
  11594. limit = 6000 * val1;
  11595. subunt = sd->spiritcharm_type - 1;
  11596. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11597. }
  11598. break;
  11599. case HW_GRAVITATION:
  11600. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11601. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11602. break;
  11603. case SO_VACUUM_EXTREME:
  11604. // Coordinates
  11605. val1 = x;
  11606. val2 = y;
  11607. val3 = 0; // Suck target at n seconds.
  11608. break;
  11609. case NC_MAGMA_ERUPTION:
  11610. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  11611. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  11612. limit = interval * 10;
  11613. break;
  11614. }
  11615. // Init skill unit group
  11616. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11617. group->val1 = val1;
  11618. group->val2 = val2;
  11619. group->val3 = val3;
  11620. group->link_group_id = link_group_id;
  11621. group->target_flag = target;
  11622. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11623. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11624. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  11625. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11626. group->item_id = req_item;
  11627. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11628. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11629. active_flag = 0;
  11630. // Put message for Talkie Box & Graffiti
  11631. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11632. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11633. if (sd)
  11634. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11635. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11636. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11637. }
  11638. // Dance skill
  11639. if (group->state.song_dance) {
  11640. if(sd) {
  11641. sd->skill_id_dance = skill_id;
  11642. sd->skill_lv_dance = skill_lv;
  11643. }
  11644. if (
  11645. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11646. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11647. )
  11648. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11649. }
  11650. // Set skill unit
  11651. limit = group->limit;
  11652. for( i = 0; i < layout->count; i++ ) {
  11653. struct skill_unit *unit;
  11654. int ux = x + layout->dx[i];
  11655. int uy = y + layout->dy[i];
  11656. int unit_val1 = skill_lv;
  11657. int unit_val2 = 0;
  11658. int alive = 1;
  11659. // are the coordinates out of range?
  11660. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11661. continue;
  11662. }
  11663. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11664. continue; // don't place skill units on walls (except for songs/dances/encores)
  11665. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11666. continue; // no path between cell and center of casting.
  11667. switch( skill_id ) {
  11668. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11669. case HT_LANDMINE:
  11670. case MA_LANDMINE:
  11671. case HT_ANKLESNARE:
  11672. case HT_SHOCKWAVE:
  11673. case HT_SANDMAN:
  11674. case MA_SANDMAN:
  11675. case HT_FLASHER:
  11676. case HT_FREEZINGTRAP:
  11677. case MA_FREEZINGTRAP:
  11678. case HT_SKIDTRAP:
  11679. case MA_SKIDTRAP:
  11680. case HT_CLAYMORETRAP:
  11681. case HT_BLASTMINE:
  11682. case SC_ESCAPE:
  11683. unit_val1 = 3500;
  11684. break;
  11685. case MG_FIREWALL:
  11686. case NJ_KAENSIN:
  11687. unit_val2 = group->val2;
  11688. break;
  11689. case WZ_ICEWALL:
  11690. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11691. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11692. break;
  11693. case WZ_WATERBALL:
  11694. //Check if there are cells that can be turned into waterball units
  11695. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  11696. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  11697. break; //Turn water, deluge or suiton into waterball cell
  11698. continue;
  11699. case GS_DESPERADO:
  11700. unit_val1 = abs(layout->dx[i]);
  11701. unit_val2 = abs(layout->dy[i]);
  11702. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11703. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11704. if (unit_val1) unit_val1--;
  11705. unit_val1 = 36 -12*unit_val1;
  11706. } else //Diagonal edges
  11707. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11708. if (unit_val1 < 1) unit_val1 = 1;
  11709. unit_val2 = 0;
  11710. break;
  11711. case WM_REVERBERATION:
  11712. unit_val1 = 1 + skill_lv;
  11713. break;
  11714. case WM_POEMOFNETHERWORLD:
  11715. unit_val1 = 1 + skill_lv;
  11716. break;
  11717. case GN_WALLOFTHORN:
  11718. if (flag&1) // Turned become Firewall
  11719. break;
  11720. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11721. unit_val2 = 20; // Max hits
  11722. break;
  11723. case RL_B_TRAP:
  11724. unit_val1 = 3500;
  11725. unit_val2 = 0;
  11726. break;
  11727. default:
  11728. if (group->state.song_dance&0x1)
  11729. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11730. break;
  11731. }
  11732. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11733. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11734. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11735. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11736. // Check active cell to failing or remove current unit
  11737. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11738. if( !alive )
  11739. continue;
  11740. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2)));
  11741. unit->limit = limit;
  11742. unit->range = range;
  11743. if (skill_id == PF_FOGWALL && alive == 2)
  11744. { //Double duration of cells on top of Deluge/Suiton
  11745. unit->limit *= 2;
  11746. group->limit = unit->limit;
  11747. }
  11748. // Execute on all targets standing on this cell
  11749. if (range == 0 && active_flag)
  11750. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11751. }
  11752. if (!group->alive_count)
  11753. { //No cells? Something that was blocked completely by Land Protector?
  11754. skill_delunitgroup(group);
  11755. return NULL;
  11756. }
  11757. //success, unit created.
  11758. switch( skill_id ) {
  11759. case NJ_TATAMIGAESHI: //Store number of tiles.
  11760. group->val1 = group->alive_count;
  11761. break;
  11762. }
  11763. return group;
  11764. }
  11765. /*==========================================
  11766. *
  11767. *------------------------------------------*/
  11768. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11769. {
  11770. skill_unit_onplace(unit, bl, tick);
  11771. }
  11772. /**
  11773. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11774. * while skill unit initialized or moved (such by knock back).
  11775. * As a follow of skill_unit_effect flag &1
  11776. * @param unit
  11777. * @param bl Target
  11778. * @param tick
  11779. */
  11780. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11781. {
  11782. struct skill_unit_group *sg;
  11783. struct block_list *ss; // Actual source that cast the skill unit
  11784. struct status_change *sc;
  11785. struct status_change_entry *sce;
  11786. enum sc_type type;
  11787. uint16 skill_id;
  11788. nullpo_ret(unit);
  11789. nullpo_ret(bl);
  11790. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11791. return 0;
  11792. nullpo_ret(sg = unit->group);
  11793. nullpo_ret(ss = map_id2bl(sg->src_id));
  11794. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11795. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11796. return 0; //AoE skills are ineffective. [Skotlex]
  11797. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11798. return 0; //Songs don't work in Basilica
  11799. sc = status_get_sc(bl);
  11800. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11801. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11802. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11803. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11804. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11805. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  11806. type = status_skill2sc(sg->skill_id);
  11807. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11808. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11809. switch (sg->unit_id) {
  11810. case UNT_SPIDERWEB:
  11811. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11812. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11813. sc->data[SC_SPIDERWEB]->val2++;
  11814. break;
  11815. } else if( sc && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 ) {
  11816. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11817. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11818. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11819. if( td )
  11820. sec = DIFF_TICK(td->tick, tick);
  11821. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11822. clif_fixpos(bl);
  11823. sg->val2 = bl->id;
  11824. }
  11825. else
  11826. sec = 3000; //Couldn't trap it?
  11827. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11828. }
  11829. break;
  11830. case UNT_SAFETYWALL:
  11831. if (!sce)
  11832. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11833. break;
  11834. case UNT_BLOODYLUST:
  11835. if (sg->src_id == bl->id)
  11836. break; //Does not affect the caster.
  11837. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11838. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11839. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11840. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11841. break;
  11842. case UNT_PNEUMA:
  11843. if (!sce)
  11844. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11845. break;
  11846. case UNT_CHAOSPANIC:
  11847. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  11848. break;
  11849. case UNT_WARP_WAITING: {
  11850. int working = sg->val1&0xffff;
  11851. if(bl->type==BL_PC && !working){
  11852. struct map_session_data *sd = (struct map_session_data *)bl;
  11853. if((!sd->chatID || battle_config.chat_warpportal)
  11854. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  11855. {
  11856. int x = sg->val2>>16;
  11857. int y = sg->val2&0xffff;
  11858. int count = sg->val1>>16;
  11859. unsigned short m = sg->val3;
  11860. if( --count <= 0 )
  11861. skill_delunitgroup(sg);
  11862. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11863. working = 1;/* we break it because officials break it, lovely stuff. */
  11864. sg->val1 = (count<<16)|working;
  11865. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11866. }
  11867. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11868. int16 m = map_mapindex2mapid(sg->val3);
  11869. if (m < 0) break; //Map not available on this map-server.
  11870. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11871. }
  11872. }
  11873. break;
  11874. case UNT_QUAGMIRE:
  11875. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  11876. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11877. break;
  11878. case UNT_VOLCANO:
  11879. case UNT_DELUGE:
  11880. case UNT_VIOLENTGALE:
  11881. if(!sce)
  11882. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11883. break;
  11884. case UNT_WATER_BARRIER:
  11885. case UNT_ZEPHYR:
  11886. case UNT_POWER_OF_GAIA:
  11887. if (bl->id == ss->id)
  11888. break; // Doesn't affect the Elemental
  11889. if (!sce)
  11890. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11891. break;
  11892. case UNT_SUITON:
  11893. if(!sce)
  11894. sc_start4(ss, bl,type,100,sg->skill_lv,
  11895. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11896. 0,0,sg->limit);
  11897. break;
  11898. case UNT_HERMODE:
  11899. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11900. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11901. case UNT_RICHMANKIM:
  11902. case UNT_ETERNALCHAOS:
  11903. case UNT_DRUMBATTLEFIELD:
  11904. case UNT_RINGNIBELUNGEN:
  11905. case UNT_ROKISWEIL:
  11906. case UNT_INTOABYSS:
  11907. case UNT_SIEGFRIED:
  11908. //Needed to check when a dancer/bard leaves their ensemble area.
  11909. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11910. return skill_id;
  11911. if (!sce)
  11912. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11913. break;
  11914. case UNT_WHISTLE:
  11915. case UNT_ASSASSINCROSS:
  11916. case UNT_POEMBRAGI:
  11917. case UNT_APPLEIDUN:
  11918. case UNT_HUMMING:
  11919. case UNT_DONTFORGETME:
  11920. case UNT_FORTUNEKISS:
  11921. case UNT_SERVICEFORYOU:
  11922. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11923. return 0;
  11924. if (!sc) return 0;
  11925. if (!sce)
  11926. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11927. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11928. sce->val4 = 0; //remove the mark that we stepped out
  11929. delete_timer(sce->timer, status_change_timer);
  11930. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11931. }
  11932. break;
  11933. case UNT_FOGWALL:
  11934. if (!sce)
  11935. {
  11936. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11937. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11938. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11939. }
  11940. break;
  11941. case UNT_GRAVITATION:
  11942. if (!sce)
  11943. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11944. break;
  11945. case UNT_BASILICA:
  11946. {
  11947. int i = battle_check_target(bl, bl, BCT_ENEMY);
  11948. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11949. { // knock-back any enemy except Boss
  11950. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11951. break;
  11952. }
  11953. if (!sce && i <= 0)
  11954. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11955. }
  11956. break;
  11957. // officially, icewall has no problems existing on occupied cells [ultramage]
  11958. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11959. // unit->val1 = 0;
  11960. // if(unit->limit + sg->tick > tick + 700)
  11961. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  11962. // break;
  11963. case UNT_MOONLIT:
  11964. //Knockback out of area if affected char isn't in Moonlit effect
  11965. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11966. break;
  11967. if (ss == bl) //Also needed to prevent infinite loop crash.
  11968. break;
  11969. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11970. break;
  11971. case UNT_REVERBERATION:
  11972. if (sg->src_id == bl->id)
  11973. break; //Does not affect the caster.
  11974. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  11975. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  11976. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  11977. sg->unit_id = UNT_USED_TRAPS;
  11978. break;
  11979. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11980. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  11981. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11982. break;
  11983. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11984. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  11985. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  11986. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  11987. break;
  11988. case UNT_VOLCANIC_ASH:
  11989. if (!sce)
  11990. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11991. break;
  11992. case UNT_KINGS_GRACE:
  11993. if (!sce) {
  11994. int state = 0;
  11995. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  11996. state |= BCT_GUILD;
  11997. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  11998. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  11999. }
  12000. break;
  12001. case UNT_STEALTHFIELD:
  12002. if( bl->id == sg->src_id )
  12003. break; // Doesn't work on self (video shows that)
  12004. if (!sce)
  12005. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12006. break;
  12007. case UNT_NEUTRALBARRIER:
  12008. if (!sce)
  12009. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12010. break;
  12011. case UNT_GD_LEADERSHIP:
  12012. case UNT_GD_GLORYWOUNDS:
  12013. case UNT_GD_SOULCOLD:
  12014. case UNT_GD_HAWKEYES:
  12015. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12016. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12017. break;
  12018. }
  12019. return skill_id;
  12020. }
  12021. /**
  12022. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12023. * @param unit Skill unit
  12024. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12025. * @param tick
  12026. */
  12027. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12028. {
  12029. struct skill_unit_group *sg;
  12030. struct block_list *ss;
  12031. TBL_PC* tsd;
  12032. struct status_data *tstatus;
  12033. struct status_change *tsc;
  12034. struct skill_unit_group_tickset *ts;
  12035. enum sc_type type;
  12036. uint16 skill_id;
  12037. int diff = 0;
  12038. nullpo_ret(unit);
  12039. nullpo_ret(bl);
  12040. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12041. return 0;
  12042. nullpo_ret(sg = unit->group);
  12043. nullpo_ret(ss = map_id2bl(sg->src_id));
  12044. tsd = BL_CAST(BL_PC, bl);
  12045. tsc = status_get_sc(bl);
  12046. tstatus = status_get_status_data(bl);
  12047. type = status_skill2sc(sg->skill_id);
  12048. skill_id = sg->skill_id;
  12049. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  12050. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12051. if (sg->interval == -1) {
  12052. switch (sg->unit_id) {
  12053. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12054. case UNT_FIREPILLAR_ACTIVE:
  12055. case UNT_ELECTRICSHOCKER:
  12056. case UNT_MANHOLE:
  12057. return 0;
  12058. default:
  12059. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12060. return 0;
  12061. }
  12062. }
  12063. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12064. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12065. diff = DIFF_TICK(tick,ts->tick);
  12066. if (diff < 0)
  12067. return 0;
  12068. ts->tick = tick+sg->interval;
  12069. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12070. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12071. }
  12072. // Wall of Thorn damaged by Fire element unit [Cydh]
  12073. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12074. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12075. struct skill_unit *su = (struct skill_unit *)bl;
  12076. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12077. 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);
  12078. su->group->limit = sg->limit = 0;
  12079. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12080. return skill_id;
  12081. }
  12082. }
  12083. switch (sg->unit_id) {
  12084. // Units that deals simple attack
  12085. case UNT_GRAVITATION:
  12086. case UNT_EARTHSTRAIN:
  12087. case UNT_FIREWALK:
  12088. case UNT_ELECTRICWALK:
  12089. case UNT_PSYCHIC_WAVE:
  12090. case UNT_MAGMA_ERUPTION:
  12091. case UNT_MAKIBISHI:
  12092. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12093. break;
  12094. case UNT_DUMMYSKILL:
  12095. switch (sg->skill_id) {
  12096. case SG_SUN_WARM: //SG skills [Komurka]
  12097. case SG_MOON_WARM:
  12098. case SG_STAR_WARM: {
  12099. int count = 0;
  12100. const int x = bl->x, y = bl->y;
  12101. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12102. do {
  12103. if( bl->type == BL_PC )
  12104. status_zap(bl, 0, 15); // sp damage to players
  12105. else // mobs
  12106. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12107. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  12108. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12109. } else { //should end when out of sp.
  12110. sg->limit = DIFF_TICK(tick,sg->tick);
  12111. break;
  12112. }
  12113. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12114. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12115. }
  12116. break;
  12117. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12118. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12119. if (tsc)
  12120. tsc->sg_counter++; //SG hit counter.
  12121. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12122. tsc->sg_counter=0; //Attack absorbed.
  12123. break;
  12124. #endif
  12125. case GS_DESPERADO:
  12126. if (rnd()%100 < unit->val1)
  12127. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12128. break;
  12129. case GN_CRAZYWEED_ATK:
  12130. if( bl->type == BL_SKILL ) {
  12131. struct skill_unit *su = (struct skill_unit *)bl;
  12132. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  12133. break;
  12134. }
  12135. default:
  12136. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12137. }
  12138. break;
  12139. case UNT_FIREWALL:
  12140. case UNT_KAEN: {
  12141. int count = 0;
  12142. const int x = bl->x, y = bl->y;
  12143. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12144. break;
  12145. //Take into account these hit more times than the timer interval can handle.
  12146. do
  12147. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  12148. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12149. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12150. if (unit->val2 <= 0)
  12151. skill_delunit(unit);
  12152. }
  12153. break;
  12154. case UNT_SANCTUARY:
  12155. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12156. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12157. 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) )
  12158. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12159. } else {
  12160. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12161. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12162. #ifdef RENEWAL
  12163. if( md && md->mob_id == MOBID_EMPERIUM )
  12164. break;
  12165. #endif
  12166. if( md && mob_is_battleground(md) )
  12167. break;
  12168. if( tstatus->hp >= tstatus->max_hp )
  12169. break;
  12170. if( status_isimmune(bl) )
  12171. heal = 0;
  12172. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12173. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12174. heal = ~heal + 1;
  12175. status_heal(bl, heal, 0, 0);
  12176. }
  12177. break;
  12178. case UNT_EVILLAND:
  12179. //Will heal demon and undead element monsters, but not players.
  12180. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12181. { //Damage enemies
  12182. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12183. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12184. } else {
  12185. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12186. if (tstatus->hp >= tstatus->max_hp)
  12187. break;
  12188. if (status_isimmune(bl))
  12189. heal = 0;
  12190. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12191. status_heal(bl, heal, 0, 0);
  12192. }
  12193. break;
  12194. case UNT_MAGNUS:
  12195. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12196. break;
  12197. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12198. break;
  12199. case UNT_FIREPILLAR_WAITING:
  12200. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12201. skill_delunit(unit);
  12202. break;
  12203. case UNT_SKIDTRAP: {
  12204. //Knockback away from position of user during placement [Playtester]
  12205. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12206. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  12207. sg->unit_id = UNT_USED_TRAPS;
  12208. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12209. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12210. //Target will be stopped for 3 seconds
  12211. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12212. }
  12213. break;
  12214. case UNT_ANKLESNARE:
  12215. case UNT_MANHOLE:
  12216. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12217. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12218. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12219. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12220. if( td )
  12221. sec = DIFF_TICK(td->tick, tick);
  12222. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12223. || !unit_blown_immune(bl,0x1) )
  12224. {
  12225. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12226. clif_fixpos(bl);
  12227. }
  12228. sg->val2 = bl->id;
  12229. } else
  12230. sec = 3000; //Couldn't trap it?
  12231. if (sg->unit_id == UNT_ANKLESNARE) {
  12232. clif_skillunit_update(&unit->bl);
  12233. /**
  12234. * If you're snared from a trap that was invisible this makes the trap be
  12235. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12236. * bugreport:3961
  12237. **/
  12238. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12239. }
  12240. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12241. sg->interval = -1;
  12242. unit->range = 0;
  12243. }
  12244. break;
  12245. case UNT_ELECTRICSHOCKER:
  12246. if( bl->id != ss->id ) {
  12247. if( status_get_mode(bl)&MD_BOSS )
  12248. break;
  12249. 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) ) {
  12250. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12251. clif_fixpos(bl);
  12252. }
  12253. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12254. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12255. }
  12256. break;
  12257. case UNT_VENOMDUST:
  12258. if(tsc && !tsc->data[type])
  12259. 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_NONE);
  12260. break;
  12261. case UNT_LANDMINE:
  12262. //Land Mine only hits single target
  12263. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12264. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12265. sg->limit = 1500;
  12266. break;
  12267. case UNT_MAGENTATRAP:
  12268. case UNT_COBALTTRAP:
  12269. case UNT_MAIZETRAP:
  12270. case UNT_VERDURETRAP:
  12271. if( bl->type == BL_PC )// it won't work on players
  12272. break;
  12273. case UNT_FIRINGTRAP:
  12274. case UNT_ICEBOUNDTRAP:
  12275. case UNT_CLUSTERBOMB:
  12276. if( bl->id == ss->id )// it won't trigger on caster
  12277. break;
  12278. case UNT_BLASTMINE:
  12279. case UNT_SHOCKWAVE:
  12280. case UNT_SANDMAN:
  12281. case UNT_FLASHER:
  12282. case UNT_FREEZINGTRAP:
  12283. case UNT_FIREPILLAR_ACTIVE:
  12284. case UNT_CLAYMORETRAP:
  12285. if (tsc && tsc->data[SC__MANHOLE])
  12286. break;
  12287. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12288. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &unit->bl, tick);
  12289. else
  12290. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12291. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12292. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12293. sg->limit = DIFF_TICK(tick, sg->tick) +
  12294. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12295. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12296. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  12297. break;
  12298. case UNT_TALKIEBOX:
  12299. if (sg->src_id == bl->id)
  12300. break;
  12301. if (sg->val2 == 0) {
  12302. clif_talkiebox(&unit->bl, sg->valstr);
  12303. sg->unit_id = UNT_USED_TRAPS;
  12304. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12305. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12306. sg->val2 = -1;
  12307. }
  12308. break;
  12309. case UNT_LULLABY:
  12310. if (ss->id == bl->id)
  12311. break;
  12312. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12313. break;
  12314. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12315. if (ss->id != bl->id)
  12316. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12317. break;
  12318. case UNT_DISSONANCE:
  12319. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12320. break;
  12321. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12322. int heal;
  12323. #ifdef RENEWAL
  12324. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12325. if (md && md->mob_id == MOBID_EMPERIUM)
  12326. break;
  12327. #endif
  12328. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12329. break; // affects self only when soullinked
  12330. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12331. if (tsc->data[SC_AKAITSUKI] && heal)
  12332. heal = ~heal + 1;
  12333. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12334. status_heal(bl, heal, 0, 0);
  12335. }
  12336. break;
  12337. case UNT_TATAMIGAESHI:
  12338. case UNT_DEMONSTRATION:
  12339. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12340. break;
  12341. case UNT_GOSPEL:
  12342. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  12343. break;
  12344. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  12345. { // Support Effect only on party, not guild
  12346. int heal;
  12347. int i = rnd()%13; // Positive buff count
  12348. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12349. switch (i)
  12350. {
  12351. case 0: // Heal 1~9999 HP
  12352. heal = rnd() %9999+1;
  12353. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  12354. status_heal(bl,heal,0,0);
  12355. break;
  12356. case 1: // End all negative status
  12357. status_change_clear_buffs(bl,6);
  12358. if (tsd) clif_gospel_info(tsd, 0x15);
  12359. break;
  12360. case 2: // Immunity to all status
  12361. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  12362. if (tsd) clif_gospel_info(tsd, 0x16);
  12363. break;
  12364. case 3: // MaxHP +100%
  12365. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  12366. if (tsd) clif_gospel_info(tsd, 0x17);
  12367. break;
  12368. case 4: // MaxSP +100%
  12369. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  12370. if (tsd) clif_gospel_info(tsd, 0x18);
  12371. break;
  12372. case 5: // All stats +20
  12373. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  12374. if (tsd) clif_gospel_info(tsd, 0x19);
  12375. break;
  12376. case 6: // Level 10 Blessing
  12377. sc_start(ss, bl,SC_BLESSING,100,10,time);
  12378. break;
  12379. case 7: // Level 10 Increase AGI
  12380. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  12381. break;
  12382. case 8: // Enchant weapon with Holy element
  12383. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  12384. if (tsd) clif_gospel_info(tsd, 0x1c);
  12385. break;
  12386. case 9: // Enchant armor with Holy element
  12387. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  12388. if (tsd) clif_gospel_info(tsd, 0x1d);
  12389. break;
  12390. case 10: // DEF +25%
  12391. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  12392. if (tsd) clif_gospel_info(tsd, 0x1e);
  12393. break;
  12394. case 11: // ATK +100%
  12395. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  12396. if (tsd) clif_gospel_info(tsd, 0x1f);
  12397. break;
  12398. case 12: // HIT/Flee +50
  12399. sc_start(ss, bl,SC_INCHIT,100,50,time);
  12400. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  12401. if (tsd) clif_gospel_info(tsd, 0x20);
  12402. break;
  12403. }
  12404. }
  12405. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12406. { // Offensive Effect
  12407. int i = rnd()%9; // Negative buff count
  12408. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  12409. switch (i)
  12410. {
  12411. case 0: // Deal 1~9999 damage
  12412. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12413. break;
  12414. case 1: // Curse
  12415. sc_start(ss, bl,SC_CURSE,100,1,time);
  12416. break;
  12417. case 2: // Blind
  12418. sc_start(ss, bl,SC_BLIND,100,1,time);
  12419. break;
  12420. case 3: // Poison
  12421. sc_start2(ss, bl,SC_POISON,100,1,ss->id,time);
  12422. break;
  12423. case 4: // Level 10 Provoke
  12424. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  12425. break;
  12426. case 5: // DEF -100%
  12427. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  12428. break;
  12429. case 6: // ATK -100%
  12430. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  12431. break;
  12432. case 7: // Flee -100%
  12433. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  12434. break;
  12435. case 8: // Speed/ASPD -25%
  12436. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  12437. break;
  12438. }
  12439. }
  12440. break;
  12441. case UNT_BASILICA:
  12442. {
  12443. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12444. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  12445. { // knock-back any enemy except Boss
  12446. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12447. break;
  12448. }
  12449. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12450. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12451. }
  12452. break;
  12453. case UNT_GROUNDDRIFT_WIND:
  12454. case UNT_GROUNDDRIFT_DARK:
  12455. case UNT_GROUNDDRIFT_POISON:
  12456. case UNT_GROUNDDRIFT_WATER:
  12457. case UNT_GROUNDDRIFT_FIRE:
  12458. map_foreachinrange(skill_trap_splash,&unit->bl,
  12459. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12460. &unit->bl,tick);
  12461. sg->unit_id = UNT_USED_TRAPS;
  12462. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12463. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12464. break;
  12465. case UNT_POISONSMOKE:
  12466. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12467. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12468. break;
  12469. case UNT_EPICLESIS:
  12470. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12471. int hp, sp;
  12472. switch( sg->skill_lv ) {
  12473. case 1: case 2: hp = 3; sp = 2; break;
  12474. case 3: case 4: hp = 4; sp = 3; break;
  12475. case 5: default: hp = 5; sp = 4; break;
  12476. }
  12477. hp = tstatus->max_hp * hp / 100;
  12478. sp = tstatus->max_sp * sp / 100;
  12479. if (tstatus->hp < tstatus->max_hp)
  12480. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12481. if (tstatus->sp < tstatus->max_sp)
  12482. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12483. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12484. hp = ~hp + 1;
  12485. status_heal(bl, hp, sp, 3);
  12486. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12487. sg->val2++;
  12488. // Reveal hidden players every 5 seconds.
  12489. if( sg->val2 >= 5 ) {
  12490. sg->val2 = 0;
  12491. // Doesn't remove Invisibility or Chase Walk.
  12492. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12493. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12494. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12495. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  12496. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12497. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12498. }
  12499. }
  12500. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12501. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12502. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12503. break;
  12504. case UNT_DIMENSIONDOOR:
  12505. if( tsd && !map[bl->m].flag.noteleport )
  12506. pc_randomwarp(tsd,CLR_TELEPORT);
  12507. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12508. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12509. break;
  12510. case UNT_REVERBERATION:
  12511. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12512. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12513. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12514. sg->unit_id = UNT_USED_TRAPS;
  12515. break;
  12516. case UNT_SEVERE_RAINSTORM:
  12517. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12518. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12519. break;
  12520. case UNT_NETHERWORLD:
  12521. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12522. if (!(tsc && tsc->data[type])) {
  12523. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12524. sg->limit = DIFF_TICK(tick,sg->tick);
  12525. sg->unit_id = UNT_USED_TRAPS;
  12526. }
  12527. }
  12528. break;
  12529. case UNT_THORNS_TRAP:
  12530. if( tsc ) {
  12531. if( !sg->val2 ) {
  12532. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12533. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12534. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12535. if( td )
  12536. sec = DIFF_TICK(td->tick, tick);
  12537. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12538. clif_fixpos(bl);
  12539. sg->val2 = bl->id;
  12540. } else
  12541. sec = 3000; // Couldn't trap it?
  12542. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12543. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12544. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12545. }
  12546. break;
  12547. case UNT_WALLOFTHORN:
  12548. if (unit->val2-- <= 0) // Max hit reached
  12549. break;
  12550. if (status_get_mode(bl)&MD_BOSS)
  12551. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12552. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12553. 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);
  12554. break;
  12555. case UNT_DEMONIC_FIRE:
  12556. switch( sg->val2 ) {
  12557. case 1:
  12558. default:
  12559. 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));
  12560. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12561. break;
  12562. }
  12563. break;
  12564. case UNT_HELLS_PLANT:
  12565. if (tsc && tsc->data[SC__MANHOLE])
  12566. break;
  12567. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12568. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12569. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12570. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12571. break;
  12572. case UNT_CLOUD_KILL:
  12573. if(tsc && !tsc->data[type])
  12574. 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);
  12575. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12576. break;
  12577. case UNT_WARMER:
  12578. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12579. int hp = 0;
  12580. struct status_change *ssc = status_get_sc(ss);
  12581. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12582. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12583. else
  12584. hp = tstatus->max_hp * sg->skill_lv / 100;
  12585. if( tstatus->hp != tstatus->max_hp )
  12586. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12587. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12588. hp = ~hp + 1;
  12589. status_heal(bl, hp, 0, 0);
  12590. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12591. }
  12592. break;
  12593. case UNT_ZEPHYR:
  12594. if (ss == bl)
  12595. break; // Doesn't affect the Elemental
  12596. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12597. break;
  12598. case UNT_FIRE_INSIGNIA:
  12599. case UNT_WATER_INSIGNIA:
  12600. case UNT_WIND_INSIGNIA:
  12601. case UNT_EARTH_INSIGNIA:
  12602. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12603. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12604. int hp = tstatus->max_hp / 100; //+1% each 5s
  12605. if ((sg->val3) % 5) { //each 5s
  12606. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12607. status_heal(bl, hp, 0, 2);
  12608. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12609. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12610. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12611. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12612. ){
  12613. status_heal(bl, -hp, 0, 0);
  12614. }
  12615. }
  12616. sg->val3++; //timer
  12617. if (sg->val3 > 5) sg->val3 = 0;
  12618. }
  12619. break;
  12620. case UNT_VACUUM_EXTREME:
  12621. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12622. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  12623. return 0;
  12624. else
  12625. // Apply effect and suck targets one-by-one each n seconds
  12626. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  12627. break;
  12628. case UNT_BANDING:
  12629. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12630. 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));
  12631. break;
  12632. case UNT_FIRE_MANTLE:
  12633. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12634. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12635. break;
  12636. case UNT_ZENKAI_WATER:
  12637. case UNT_ZENKAI_LAND:
  12638. case UNT_ZENKAI_FIRE:
  12639. case UNT_ZENKAI_WIND:
  12640. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12641. switch( sg->unit_id ) {
  12642. case UNT_ZENKAI_WATER:
  12643. switch (rnd()%2 + 1) {
  12644. case 1:
  12645. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12646. break;
  12647. case 2:
  12648. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12649. break;
  12650. }
  12651. break;
  12652. case UNT_ZENKAI_LAND:
  12653. switch (rnd()%2 + 1) {
  12654. case 1:
  12655. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12656. break;
  12657. case 2:
  12658. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12659. break;
  12660. }
  12661. break;
  12662. case UNT_ZENKAI_FIRE:
  12663. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  12664. break;
  12665. case UNT_ZENKAI_WIND:
  12666. switch (rnd()%3 + 1) {
  12667. case 1:
  12668. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12669. break;
  12670. case 2:
  12671. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12672. break;
  12673. case 3:
  12674. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12675. break;
  12676. }
  12677. break;
  12678. }
  12679. } else
  12680. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  12681. break;
  12682. case UNT_LAVA_SLIDE:
  12683. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12684. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12685. sg->limit = DIFF_TICK(tick, sg->tick);
  12686. break;
  12687. case UNT_POISON_MIST:
  12688. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12689. status_change_start(ss, bl, SC_BLIND, (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);
  12690. break;
  12691. case UNT_CHAOSPANIC:
  12692. if (tsc && tsc->data[type])
  12693. break;
  12694. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12695. break;
  12696. case UNT_B_TRAP:
  12697. if (tsc && tsc->data[type])
  12698. break;
  12699. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12700. unit->val2++; // Mark as ever been used
  12701. break;
  12702. case UNT_FIRE_RAIN:
  12703. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12704. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12705. 1,sg->skill_id,sg->skill_lv,6);
  12706. break;
  12707. }
  12708. if (bl->type == BL_MOB && ss != bl)
  12709. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12710. return skill_id;
  12711. }
  12712. /**
  12713. * Triggered when a char steps out of a skill unit
  12714. * @param src Skill unit from char moved out
  12715. * @param bl Char
  12716. * @param tick
  12717. */
  12718. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12719. {
  12720. struct skill_unit_group *sg;
  12721. struct status_change *sc;
  12722. struct status_change_entry *sce;
  12723. enum sc_type type;
  12724. nullpo_ret(src);
  12725. nullpo_ret(bl);
  12726. nullpo_ret(sg=src->group);
  12727. sc = status_get_sc(bl);
  12728. type = status_skill2sc(sg->skill_id);
  12729. sce = (sc && type != -1)?sc->data[type]:NULL;
  12730. if( bl->prev==NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12731. return 0;
  12732. switch(sg->unit_id){
  12733. case UNT_SAFETYWALL:
  12734. case UNT_PNEUMA:
  12735. case UNT_EPICLESIS://Arch Bishop
  12736. if (sce)
  12737. status_change_end(bl, type, INVALID_TIMER);
  12738. break;
  12739. case UNT_BASILICA:
  12740. if (sce && sce->val4 != bl->id)
  12741. status_change_end(bl, type, INVALID_TIMER);
  12742. break;
  12743. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12744. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12745. status_change_end(bl, type, INVALID_TIMER);
  12746. break;
  12747. case UNT_DISSONANCE:
  12748. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12749. {
  12750. short i;
  12751. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12752. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12753. type = status_skill2sc(i);
  12754. sce = (sc && type != -1)?sc->data[type]:NULL;
  12755. if(sce)
  12756. return i;
  12757. }
  12758. }
  12759. }
  12760. case UNT_WHISTLE:
  12761. case UNT_ASSASSINCROSS:
  12762. case UNT_POEMBRAGI:
  12763. case UNT_APPLEIDUN:
  12764. case UNT_HUMMING:
  12765. case UNT_DONTFORGETME:
  12766. case UNT_FORTUNEKISS:
  12767. case UNT_SERVICEFORYOU:
  12768. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12769. return -1;
  12770. }
  12771. return sg->skill_id;
  12772. }
  12773. /**
  12774. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12775. * @param skill_id Skill ID
  12776. * @param bl A char
  12777. * @param tick
  12778. */
  12779. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12780. {
  12781. struct status_change *sc;
  12782. struct status_change_entry *sce;
  12783. enum sc_type type;
  12784. sc = status_get_sc(bl);
  12785. if (sc && !sc->count)
  12786. sc = NULL;
  12787. type = status_skill2sc(skill_id);
  12788. sce = (sc && type != -1)?sc->data[type]:NULL;
  12789. switch (skill_id)
  12790. {
  12791. case WZ_QUAGMIRE:
  12792. if (bl->type==BL_MOB)
  12793. break;
  12794. if (sce)
  12795. status_change_end(bl, type, INVALID_TIMER);
  12796. break;
  12797. case BD_LULLABY:
  12798. case BD_RICHMANKIM:
  12799. case BD_ETERNALCHAOS:
  12800. case BD_DRUMBATTLEFIELD:
  12801. case BD_RINGNIBELUNGEN:
  12802. case BD_ROKISWEIL:
  12803. case BD_INTOABYSS:
  12804. case BD_SIEGFRIED:
  12805. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12806. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12807. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12808. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12809. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12810. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12811. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12812. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12813. }
  12814. case MH_STEINWAND:
  12815. case MG_SAFETYWALL:
  12816. case AL_PNEUMA:
  12817. case SA_VOLCANO:
  12818. case SA_DELUGE:
  12819. case SA_VIOLENTGALE:
  12820. case CG_HERMODE:
  12821. case HW_GRAVITATION:
  12822. case HP_BASILICA:
  12823. case NJ_SUITON:
  12824. case SC_MAELSTROM:
  12825. case EL_WATER_BARRIER:
  12826. case EL_ZEPHYR:
  12827. case EL_POWER_OF_GAIA:
  12828. case SO_FIRE_INSIGNIA:
  12829. case SO_WATER_INSIGNIA:
  12830. case SO_WIND_INSIGNIA:
  12831. case SO_EARTH_INSIGNIA:
  12832. case SC_BLOODYLUST:
  12833. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12834. case GN_FIRE_EXPANSION_TEAR_GAS:
  12835. case LG_KINGS_GRACE:
  12836. case NC_STEALTHFIELD:
  12837. case NC_NEUTRALBARRIER:
  12838. if (sce)
  12839. status_change_end(bl, type, INVALID_TIMER);
  12840. break;
  12841. case BA_DISSONANCE:
  12842. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12843. {
  12844. short i;
  12845. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12846. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12847. type = status_skill2sc(i);
  12848. sce = (sc && type != -1)?sc->data[type]:NULL;
  12849. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12850. delete_timer(sce->timer, status_change_timer);
  12851. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12852. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12853. }
  12854. }
  12855. }
  12856. }
  12857. break;
  12858. case BA_POEMBRAGI:
  12859. case BA_WHISTLE:
  12860. case BA_ASSASSINCROSS:
  12861. case BA_APPLEIDUN:
  12862. case DC_HUMMING:
  12863. case DC_DONTFORGETME:
  12864. case DC_FORTUNEKISS:
  12865. case DC_SERVICEFORYOU:
  12866. if (sce)
  12867. {
  12868. delete_timer(sce->timer, status_change_timer);
  12869. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12870. //not possible on our current implementation.
  12871. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12872. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12873. }
  12874. break;
  12875. case PF_FOGWALL:
  12876. if (sce)
  12877. {
  12878. status_change_end(bl, type, INVALID_TIMER);
  12879. if ((sce=sc->data[SC_BLIND]))
  12880. {
  12881. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12882. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12883. else {
  12884. delete_timer(sce->timer, status_change_timer);
  12885. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12886. }
  12887. }
  12888. }
  12889. break;
  12890. case GD_LEADERSHIP:
  12891. case GD_GLORYWOUNDS:
  12892. case GD_SOULCOLD:
  12893. case GD_HAWKEYES:
  12894. if( !(sce && sce->val4) )
  12895. status_change_end(bl, type, INVALID_TIMER);
  12896. break;
  12897. }
  12898. return skill_id;
  12899. }
  12900. /*==========================================
  12901. * Invoked when a unit cell has been placed/removed/deleted.
  12902. * flag values:
  12903. * flag&1: Invoke onplace function (otherwise invoke onout)
  12904. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12905. * flag&8: Recursive
  12906. *------------------------------------------*/
  12907. static int skill_unit_effect(struct block_list* bl, va_list ap)
  12908. {
  12909. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12910. struct skill_unit_group* group = unit->group;
  12911. unsigned int tick = va_arg(ap,unsigned int);
  12912. unsigned int flag = va_arg(ap,unsigned int);
  12913. uint16 skill_id;
  12914. bool dissonance = false;
  12915. bool isTarget = false;
  12916. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12917. return 0;
  12918. nullpo_ret(group);
  12919. if( !(flag&8) ) {
  12920. dissonance = skill_dance_switch(unit, 0);
  12921. //Target-type check.
  12922. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12923. }
  12924. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12925. skill_id = group->skill_id;
  12926. if( isTarget ){
  12927. if( flag&1 )
  12928. skill_unit_onplace(unit,bl,tick);
  12929. else {
  12930. if( skill_unit_onout(unit,bl,tick) == -1 )
  12931. return 0; // Don't let a Bard/Dancer update their own song timer
  12932. }
  12933. if( flag&4 )
  12934. skill_unit_onleft(skill_id, bl, tick);
  12935. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12936. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12937. if( dissonance ) {
  12938. skill_dance_switch(unit, 1);
  12939. //we placed a dissonance, let's update
  12940. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12941. }
  12942. return 0;
  12943. }
  12944. /**
  12945. * Check skill unit while receiving damage
  12946. * @param unit Skill unit
  12947. * @param damage Received damage
  12948. * @return Damage
  12949. */
  12950. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  12951. {
  12952. struct skill_unit_group *sg;
  12953. nullpo_ret(unit);
  12954. nullpo_ret(sg = unit->group);
  12955. switch( sg->unit_id ) {
  12956. case UNT_BLASTMINE:
  12957. case UNT_SKIDTRAP:
  12958. case UNT_LANDMINE:
  12959. case UNT_SHOCKWAVE:
  12960. case UNT_SANDMAN:
  12961. case UNT_FLASHER:
  12962. case UNT_CLAYMORETRAP:
  12963. case UNT_FREEZINGTRAP:
  12964. case UNT_ANKLESNARE:
  12965. case UNT_ICEWALL:
  12966. case UNT_WALLOFTHORN:
  12967. case UNT_REVERBERATION:
  12968. case UNT_NETHERWORLD:
  12969. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  12970. break;
  12971. default:
  12972. damage = 0;
  12973. break;
  12974. }
  12975. return damage;
  12976. }
  12977. /**
  12978. * Check char condition around the skill caster
  12979. * @param bl Char around area
  12980. * @param *c Counter for 'valid' condition found
  12981. * @param *p_sd Stores 'rid' of char found
  12982. * @param skill_id Skill ID
  12983. * @param skill_lv Level of used skill
  12984. */
  12985. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12986. {
  12987. int *c, skill_id, inf2;
  12988. struct block_list *src;
  12989. struct map_session_data *sd;
  12990. struct map_session_data *tsd;
  12991. int *p_sd; //Contains the list of characters found.
  12992. nullpo_ret(bl);
  12993. nullpo_ret(tsd=(struct map_session_data*)bl);
  12994. nullpo_ret(src=va_arg(ap,struct block_list *));
  12995. nullpo_ret(sd=(struct map_session_data*)src);
  12996. c=va_arg(ap,int *);
  12997. p_sd = va_arg(ap, int *);
  12998. skill_id = va_arg(ap,int);
  12999. inf2 = skill_get_inf2(skill_id);
  13000. if (skill_id == PR_BENEDICTIO) {
  13001. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13002. return 0;
  13003. }
  13004. else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET)) {
  13005. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13006. return 0;
  13007. }
  13008. else if (*c >= 1) // Check for one companion for all other cases.
  13009. return 0;
  13010. if (bl == src)
  13011. return 0;
  13012. if(pc_isdead(tsd))
  13013. return 0;
  13014. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13015. return 0;
  13016. if( inf2&INF2_CHORUS_SKILL ) {
  13017. if( tsd->status.party_id && sd->status.party_id &&
  13018. tsd->status.party_id == sd->status.party_id &&
  13019. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13020. p_sd[(*c)++] = tsd->bl.id;
  13021. return 1;
  13022. } else {
  13023. switch(skill_id) {
  13024. case PR_BENEDICTIO: {
  13025. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13026. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13027. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13028. && sd->status.sp >= 10)
  13029. p_sd[(*c)++]=tsd->bl.id;
  13030. return 1;
  13031. }
  13032. case AB_ADORAMUS:
  13033. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13034. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13035. p_sd[(*c)++] = tsd->bl.id;
  13036. return 1;
  13037. case WL_COMET:
  13038. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13039. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13040. p_sd[(*c)++] = tsd->bl.id;
  13041. return 1;
  13042. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13043. {
  13044. uint16 skill_lv;
  13045. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13046. return 0;
  13047. if (sd->status.sex != tsd->status.sex &&
  13048. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13049. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13050. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13051. sd->status.party_id && tsd->status.party_id &&
  13052. sd->status.party_id == tsd->status.party_id &&
  13053. !tsd->sc.data[SC_DANCING])
  13054. {
  13055. p_sd[(*c)++]=tsd->bl.id;
  13056. return skill_lv;
  13057. } else {
  13058. return 0;
  13059. }
  13060. }
  13061. break;
  13062. }
  13063. }
  13064. return 0;
  13065. }
  13066. /**
  13067. * Checks and stores partners for ensemble skills [Skotlex]
  13068. * Max partners is 2.
  13069. * @param sd Caster
  13070. * @param skill_id
  13071. * @param skill_lv
  13072. * @param range Area range to check
  13073. * @param cast_flag Special handle
  13074. */
  13075. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13076. {
  13077. static int c=0;
  13078. static int p_sd[MAX_PARTY];
  13079. int i;
  13080. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  13081. if (!sd)
  13082. return 0;
  13083. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13084. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13085. if (cast_flag) { //Execute the skill on the partners.
  13086. struct map_session_data* tsd;
  13087. switch (skill_id) {
  13088. case PR_BENEDICTIO:
  13089. for (i = 0; i < c; i++) {
  13090. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13091. status_charge(&tsd->bl, 0, 10);
  13092. }
  13093. return c;
  13094. case AB_ADORAMUS:
  13095. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13096. i = 2 * (*skill_lv);
  13097. status_charge(&tsd->bl, 0, i);
  13098. }
  13099. break;
  13100. default: //Warning: Assuming Ensemble skills here (for speed)
  13101. if( is_chorus )
  13102. break;//Chorus skills are not to be parsed as ensambles
  13103. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13104. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13105. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  13106. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13107. tsd->skill_id_dance = skill_id;
  13108. tsd->skill_lv_dance = *skill_lv;
  13109. }
  13110. return c;
  13111. }
  13112. }
  13113. //Else: new search for partners.
  13114. c = 0;
  13115. memset (p_sd, 0, sizeof(p_sd));
  13116. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13117. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13118. *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.
  13119. return c;
  13120. }
  13121. /**
  13122. * Sub function to count how many spawned mob is around.
  13123. * Some skills check with matched AI.
  13124. * @param rid Source ID
  13125. * @param mob_class Monster ID
  13126. * @param skill_id Used skill
  13127. * @param *c Counter for found monster
  13128. */
  13129. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13130. {
  13131. int *c,src_id,mob_class,skill;
  13132. uint16 ai;
  13133. struct mob_data *md;
  13134. md=(struct mob_data*)bl;
  13135. src_id=va_arg(ap,int);
  13136. mob_class=va_arg(ap,int);
  13137. skill=va_arg(ap,int);
  13138. c=va_arg(ap,int *);
  13139. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  13140. if( md->master_id != src_id || md->special_state.ai != ai)
  13141. return 0; //Non alchemist summoned mobs have nothing to do here.
  13142. if(md->mob_id==mob_class)
  13143. (*c)++;
  13144. return 1;
  13145. }
  13146. /**
  13147. * Determines if a given skill should be made to consume ammo
  13148. * when used by the player. [Skotlex]
  13149. * @param sd Player
  13150. * @param skill_id Skill ID
  13151. * @return True if skill is need ammo; False otherwise.
  13152. */
  13153. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13154. {
  13155. return (
  13156. battle_config.arrow_decrement == 2 &&
  13157. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13158. skill_id != HT_PHANTASMIC &&
  13159. skill_get_type(skill_id) == BF_WEAPON &&
  13160. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  13161. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13162. );
  13163. }
  13164. /**
  13165. * Check SC required to cast a skill
  13166. * @param sc
  13167. * @param skill_id
  13168. * @return True if condition is met, False otherwise
  13169. **/
  13170. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  13171. uint8 c = 0;
  13172. struct status_change *sc = NULL;
  13173. if (!require->status_count)
  13174. return true;
  13175. nullpo_ret(sd);
  13176. if (!require || !skill_get_index(skill_id))
  13177. return false;
  13178. if (!(sc = &sd->sc)) {
  13179. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13180. return false;
  13181. }
  13182. /* May has multiple requirements */
  13183. for (c = 0; c < require->status_count; c++) {
  13184. enum sc_type req_sc = require->status[c];
  13185. if (req_sc == SC_NONE)
  13186. continue;
  13187. switch (req_sc) {
  13188. /* Official fail msg */
  13189. case SC_PUSH_CART:
  13190. if (!sc->data[SC_PUSH_CART]) {
  13191. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13192. return false;
  13193. }
  13194. break;
  13195. case SC_POISONINGWEAPON:
  13196. if (!sc->data[SC_POISONINGWEAPON]) {
  13197. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13198. return false;
  13199. }
  13200. break;
  13201. default:
  13202. if (!sc->data[req_sc]) {
  13203. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13204. return false;
  13205. }
  13206. break;
  13207. }
  13208. }
  13209. return true;
  13210. }
  13211. /**
  13212. * Check skill condition when cast begin
  13213. * For ammo, only check if the skill need ammo
  13214. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13215. * @param sd Player who uses skill
  13216. * @param skill_id ID of used skill
  13217. * @param skill_lv Level of used skill
  13218. * @return true: All condition passed, false: Failed
  13219. */
  13220. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13221. {
  13222. struct status_data *status;
  13223. struct status_change *sc;
  13224. struct skill_condition require;
  13225. int i;
  13226. uint32 inf2, inf3;
  13227. nullpo_retr(false,sd);
  13228. if (sd->chatID)
  13229. return false;
  13230. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13231. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13232. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13233. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13234. return true;
  13235. }
  13236. switch( sd->menuskill_id ) {
  13237. case AM_PHARMACY:
  13238. switch( skill_id ) {
  13239. case AM_PHARMACY:
  13240. case AC_MAKINGARROW:
  13241. case BS_REPAIRWEAPON:
  13242. case AM_TWILIGHT1:
  13243. case AM_TWILIGHT2:
  13244. case AM_TWILIGHT3:
  13245. return false;
  13246. }
  13247. break;
  13248. case GN_MIX_COOKING:
  13249. case GN_MAKEBOMB:
  13250. case GN_S_PHARMACY:
  13251. case GN_CHANGEMATERIAL:
  13252. if( sd->menuskill_id != skill_id )
  13253. return false;
  13254. break;
  13255. }
  13256. status = &sd->battle_status;
  13257. sc = &sd->sc;
  13258. if( !sc->count )
  13259. sc = NULL;
  13260. if( sd->skillitem == skill_id )
  13261. {
  13262. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13263. sd->state.abra_flag = 0;
  13264. else
  13265. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13266. if( (i = sd->itemindex) == -1 ||
  13267. sd->status.inventory[i].nameid != sd->itemid ||
  13268. sd->inventory_data[i] == NULL ||
  13269. !sd->inventory_data[i]->flag.delay_consume ||
  13270. sd->status.inventory[i].amount < 1
  13271. )
  13272. { //Something went wrong, item exploit?
  13273. sd->itemid = sd->itemindex = -1;
  13274. return false;
  13275. }
  13276. //Consume
  13277. sd->itemid = sd->itemindex = -1;
  13278. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  13279. ; //Do not consume item.
  13280. else if( sd->status.inventory[i].expire_time == 0 )
  13281. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13282. }
  13283. return true;
  13284. }
  13285. if( pc_is90overweight(sd) ) {
  13286. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13287. return false;
  13288. }
  13289. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13290. return false;
  13291. //Checks if disabling skill - in which case no SP requirements are necessary
  13292. if( sc && skill_disable_check(sc,skill_id))
  13293. return true;
  13294. inf3 = skill_get_inf3(skill_id);
  13295. // Check the skills that can be used while mounted on a warg
  13296. if( pc_isridingwug(sd) ) {
  13297. if(!(inf3&INF3_USABLE_WARG))
  13298. return false; // in official there is no message.
  13299. }
  13300. if( pc_ismadogear(sd) ) {
  13301. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  13302. //Only Mechanic exlcusive skill can be used.
  13303. if(inf3&INF3_DIS_MADO){
  13304. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13305. return false;
  13306. }
  13307. }
  13308. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13309. // return false;
  13310. require = skill_get_requirement(sd,skill_id,skill_lv);
  13311. //Can only update state when weapon/arrow info is checked.
  13312. sd->state.arrow_atk = require.ammo?1:0;
  13313. // perform skill-group checks
  13314. inf2 = skill_get_inf2(skill_id);
  13315. if(inf2&INF2_CHORUS_SKILL) {
  13316. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  13317. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13318. return false;
  13319. }
  13320. }
  13321. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13322. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13323. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13324. return false;
  13325. }
  13326. }
  13327. // perform skill-specific checks (and actions)
  13328. switch( skill_id ) {
  13329. case SO_SPELLFIST:
  13330. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13331. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13332. return false;
  13333. }
  13334. case SA_CASTCANCEL:
  13335. if(sd->ud.skilltimer == INVALID_TIMER) {
  13336. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13337. return false;
  13338. }
  13339. break;
  13340. case AS_CLOAKING:
  13341. {
  13342. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13343. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13344. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13345. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13346. int di;
  13347. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13348. if( di == 8 ) {
  13349. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13350. return false;
  13351. }
  13352. }
  13353. break;
  13354. }
  13355. case AL_WARP:
  13356. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13357. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13358. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13359. return false;
  13360. }
  13361. break;
  13362. case MO_CALLSPIRITS:
  13363. if(sc && sc->data[SC_RAISINGDRAGON])
  13364. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13365. if(sd->spiritball >= skill_lv) {
  13366. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13367. return false;
  13368. }
  13369. break;
  13370. case MO_FINGEROFFENSIVE:
  13371. case GS_FLING:
  13372. case SR_RAMPAGEBLASTER:
  13373. case SR_RIDEINLIGHTNING:
  13374. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13375. sd->spiritball_old = require.spiritball = sd->spiritball;
  13376. else
  13377. sd->spiritball_old = require.spiritball;
  13378. break;
  13379. case MO_CHAINCOMBO:
  13380. if(!sc)
  13381. return false;
  13382. if(sc->data[SC_BLADESTOP])
  13383. break;
  13384. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13385. break;
  13386. return false;
  13387. case MO_COMBOFINISH:
  13388. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13389. return false;
  13390. break;
  13391. case CH_TIGERFIST:
  13392. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13393. return false;
  13394. break;
  13395. case CH_CHAINCRUSH:
  13396. if(!(sc && sc->data[SC_COMBO]))
  13397. return false;
  13398. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13399. return false;
  13400. break;
  13401. case MO_EXTREMITYFIST:
  13402. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13403. // return false;
  13404. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13405. break;
  13406. if( sc && sc->data[SC_COMBO] ) {
  13407. switch(sc->data[SC_COMBO]->val1) {
  13408. case MO_COMBOFINISH:
  13409. case CH_TIGERFIST:
  13410. case CH_CHAINCRUSH:
  13411. break;
  13412. default:
  13413. return false;
  13414. }
  13415. }
  13416. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13417. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13418. return false;
  13419. }
  13420. break;
  13421. case TK_MISSION:
  13422. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13423. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13424. return false;
  13425. }
  13426. break;
  13427. case TK_READYCOUNTER:
  13428. case TK_READYDOWN:
  13429. case TK_READYSTORM:
  13430. case TK_READYTURN:
  13431. case TK_JUMPKICK:
  13432. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13433. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13434. return false;
  13435. }
  13436. break;
  13437. case TK_TURNKICK:
  13438. case TK_STORMKICK:
  13439. case TK_DOWNKICK:
  13440. case TK_COUNTER:
  13441. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13442. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13443. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13444. return false; //Combo needs to be ready
  13445. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13446. //Do not repeat a kick.
  13447. if (sc->data[SC_COMBO]->val3 != skill_id)
  13448. break;
  13449. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13450. return false;
  13451. }
  13452. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13453. unit_cancel_combo(&sd->bl);
  13454. return false;
  13455. }
  13456. break; //Combo ready.
  13457. case BD_ADAPTATION:
  13458. {
  13459. int time;
  13460. if(!(sc && sc->data[SC_DANCING])) {
  13461. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13462. return false;
  13463. }
  13464. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13465. if (skill_get_time(
  13466. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13467. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13468. - time < skill_get_time2(skill_id,skill_lv))
  13469. {
  13470. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13471. return false;
  13472. }
  13473. }
  13474. break;
  13475. case PR_BENEDICTIO:
  13476. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13478. return false;
  13479. }
  13480. break;
  13481. case SL_SMA:
  13482. if(!(sc && sc->data[SC_SMA]))
  13483. return false;
  13484. break;
  13485. case HT_POWER:
  13486. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13487. return false;
  13488. break;
  13489. case CG_HERMODE:
  13490. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13491. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13492. return false;
  13493. }
  13494. break;
  13495. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13496. {
  13497. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13498. int size = range*2+1;
  13499. for (s=0;s<size*size;s++) {
  13500. int x = sd->bl.x+(s%size-range);
  13501. int y = sd->bl.y+(s/size-range);
  13502. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13504. return false;
  13505. }
  13506. }
  13507. }
  13508. break;
  13509. case PR_REDEMPTIO:
  13510. {
  13511. int exp;
  13512. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  13513. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  13514. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13515. return false;
  13516. }
  13517. break;
  13518. }
  13519. case HP_BASILICA:
  13520. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13521. if( sd ) {
  13522. // When castbegin, needs 7x7 clear area
  13523. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13524. int size = range*2+1;
  13525. for( s=0;s<size*size;s++ ) {
  13526. int x = sd->bl.x+(s%size-range);
  13527. int y = sd->bl.y+(s/size-range);
  13528. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13529. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13530. return false;
  13531. }
  13532. }
  13533. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13534. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13535. return false;
  13536. }
  13537. }
  13538. }
  13539. break;
  13540. case AM_TWILIGHT2:
  13541. case AM_TWILIGHT3:
  13542. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13543. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13544. return false;
  13545. }
  13546. break;
  13547. case SG_SUN_WARM:
  13548. case SG_MOON_WARM:
  13549. case SG_STAR_WARM:
  13550. if (sc && sc->data[SC_MIRACLE])
  13551. break;
  13552. i = skill_id-SG_SUN_WARM;
  13553. if (sd->bl.m == sd->feel_map[i].m)
  13554. break;
  13555. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13556. return false;
  13557. break;
  13558. case SG_SUN_COMFORT:
  13559. case SG_MOON_COMFORT:
  13560. case SG_STAR_COMFORT:
  13561. if (sc && sc->data[SC_MIRACLE])
  13562. break;
  13563. i = skill_id-SG_SUN_COMFORT;
  13564. if (sd->bl.m == sd->feel_map[i].m &&
  13565. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13566. break;
  13567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13568. return false;
  13569. case SG_FUSION:
  13570. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13571. break;
  13572. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13573. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13574. if( require.sp > 0 ) {
  13575. if (status->sp < (unsigned int)require.sp)
  13576. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13577. else
  13578. status_zap(&sd->bl, 0, require.sp);
  13579. }
  13580. return false;
  13581. case GD_BATTLEORDER:
  13582. case GD_REGENERATION:
  13583. case GD_RESTORE:
  13584. if (!map_flag_gvg2(sd->bl.m)) {
  13585. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13586. return false;
  13587. }
  13588. case GD_EMERGENCYCALL:
  13589. case GD_ITEMEMERGENCYCALL:
  13590. // other checks were already done in skill_isNotOk()
  13591. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13592. return false;
  13593. break;
  13594. case GS_GLITTERING:
  13595. if(sd->spiritball >= 10) {
  13596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13597. return false;
  13598. }
  13599. break;
  13600. case NJ_ISSEN:
  13601. #ifdef RENEWAL
  13602. if (status->hp < (status->hp/100)) {
  13603. #else
  13604. if (status->hp < 2) {
  13605. #endif
  13606. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13607. return false;
  13608. }
  13609. case NJ_BUNSINJYUTSU:
  13610. if (!(sc && sc->data[SC_NEN])) {
  13611. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13612. return false;
  13613. }
  13614. break;
  13615. case NJ_ZENYNAGE:
  13616. case KO_MUCHANAGE:
  13617. if(sd->status.zeny < require.zeny) {
  13618. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13619. return false;
  13620. }
  13621. break;
  13622. case PF_HPCONVERSION:
  13623. if (status->sp == status->max_sp)
  13624. return false; //Unusable when at full SP.
  13625. break;
  13626. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13627. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13628. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13629. return false;
  13630. }
  13631. break;
  13632. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13633. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13634. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13635. return false;
  13636. }
  13637. break;
  13638. case AB_ANCILLA: {
  13639. int count = 0;
  13640. for( i = 0; i < MAX_INVENTORY; i++ )
  13641. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13642. count += sd->status.inventory[i].amount;
  13643. if( count >= 3 ) {
  13644. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13645. return false;
  13646. }
  13647. }
  13648. break;
  13649. /**
  13650. * Keeping as a note:
  13651. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13652. */
  13653. //case AB_LAUDAAGNUS:
  13654. //case AB_LAUDARAMUS:
  13655. // if( !sd->status.party_id ) {
  13656. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13657. // return false;
  13658. // }
  13659. // break;
  13660. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13661. case WL_COMET:
  13662. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13663. && sd->special_state.no_gemstone == 0
  13664. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13665. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13666. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13667. return false;
  13668. }
  13669. break;
  13670. case WL_SUMMONFB:
  13671. case WL_SUMMONBL:
  13672. case WL_SUMMONWB:
  13673. case WL_SUMMONSTONE:
  13674. if( sc ) {
  13675. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13676. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13677. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13678. return false;
  13679. }
  13680. }
  13681. break;
  13682. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13683. if( sc ) {
  13684. int j = 0;
  13685. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13686. if( sc->data[i] ) {
  13687. j++;
  13688. }
  13689. if( j < 4 ) { // Need 4 spheres minimum
  13690. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13691. return false;
  13692. }
  13693. }
  13694. else { // no status at all? no spheres present
  13695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13696. return false;
  13697. }
  13698. break;
  13699. case GC_HALLUCINATIONWALK:
  13700. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13701. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13702. return false;
  13703. }
  13704. break;
  13705. case GC_COUNTERSLASH:
  13706. case GC_WEAPONCRUSH:
  13707. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13708. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13709. return false;
  13710. }
  13711. break;
  13712. case RA_WUGMASTERY:
  13713. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13714. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13715. return false;
  13716. }
  13717. break;
  13718. case RA_WUGSTRIKE:
  13719. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13720. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13721. return false;
  13722. }
  13723. break;
  13724. case RA_WUGRIDER:
  13725. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13726. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13727. return false;
  13728. }
  13729. break;
  13730. case RA_WUGDASH:
  13731. if(!pc_isridingwug(sd)) {
  13732. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13733. return false;
  13734. }
  13735. else {
  13736. int16 sx = sd->bl.x;
  13737. int16 sy = sd->bl.y;
  13738. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  13739. switch (dir) {
  13740. case 0: case 8: sy++; break;
  13741. case 1: sx--; sy++; break;
  13742. case 2: sx--; break;
  13743. case 3: sx--; sy--; break;
  13744. case 4: sy--; break;
  13745. case 5: sx++; sy--; break;
  13746. case 6: sx++; break;
  13747. case 7: sx++; sy++; break;
  13748. }
  13749. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  13750. return false;
  13751. }
  13752. }
  13753. break;
  13754. case LG_BANDING:
  13755. if( sc && sc->data[SC_INSPIRATION] ) {
  13756. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13757. return false;
  13758. }
  13759. break;
  13760. case LG_PRESTIGE:
  13761. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13762. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13763. return false;
  13764. }
  13765. break;
  13766. case LG_RAGEBURST:
  13767. if( sd->spiritball == 0 ) {
  13768. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13769. return false;
  13770. }
  13771. sd->spiritball_old = require.spiritball = sd->spiritball;
  13772. break;
  13773. case LG_SHIELDSPELL: {
  13774. short index = sd->equip_index[EQI_HAND_L];
  13775. struct item_data *shield_data = NULL;
  13776. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13777. shield_data = sd->inventory_data[index];
  13778. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  13779. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13780. break;
  13781. }
  13782. }
  13783. break;
  13784. case LG_RAYOFGENESIS:
  13785. case LG_HESPERUSLIT:
  13786. if (sc && sc->data[SC_INSPIRATION])
  13787. return true; // Don't check for partner.
  13788. if (!(sc && sc->data[SC_BANDING])) {
  13789. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13790. return false;
  13791. }
  13792. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3))
  13793. return false; // Just fails, no msg here.
  13794. break;
  13795. case SR_FALLENEMPIRE:
  13796. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13797. return false;
  13798. break;
  13799. case SR_CRESCENTELBOW:
  13800. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13801. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13802. return false;
  13803. }
  13804. break;
  13805. case SR_CURSEDCIRCLE:
  13806. if (map_flag_gvg(sd->bl.m)) {
  13807. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13808. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  13809. char output[128];
  13810. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13811. clif_colormes(sd->fd,color_table[COLOR_RED], output);
  13812. return false;
  13813. }
  13814. }
  13815. if( sd->spiritball > 0 )
  13816. sd->spiritball_old = require.spiritball = sd->spiritball;
  13817. else {
  13818. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13819. return false;
  13820. }
  13821. break;
  13822. case SR_GATEOFHELL:
  13823. if( sd->spiritball > 0 )
  13824. sd->spiritball_old = require.spiritball;
  13825. break;
  13826. case SC_MANHOLE:
  13827. case SC_DIMENSIONDOOR:
  13828. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13829. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13830. return false;
  13831. }
  13832. break;
  13833. case SC_FEINTBOMB:
  13834. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  13835. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13836. return false;
  13837. }
  13838. break;
  13839. case WM_GREAT_ECHO: {
  13840. int count;
  13841. count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0);
  13842. if( count < 1 ) {
  13843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13844. return false;
  13845. } else
  13846. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13847. }
  13848. break;
  13849. case SO_FIREWALK:
  13850. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13851. if( sc && sc->data[SC_PROPERTYWALK] &&
  13852. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13853. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13854. return false;
  13855. }
  13856. break;
  13857. case SO_EL_CONTROL:
  13858. if( !sd->status.ele_id || !sd->ed ) {
  13859. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13860. return false;
  13861. }
  13862. break;
  13863. case RETURN_TO_ELDICASTES:
  13864. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13865. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13866. return false;
  13867. }
  13868. break;
  13869. case LG_REFLECTDAMAGE:
  13870. case CR_REFLECTSHIELD:
  13871. if( sc && sc->data[SC_KYOMU] && rnd()%100 < 30){
  13872. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13873. return false;
  13874. }
  13875. break;
  13876. case KO_JYUMONJIKIRI:
  13877. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  13878. return true;
  13879. else {
  13880. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13881. return false;
  13882. }
  13883. break;
  13884. case KO_KAHU_ENTEN:
  13885. case KO_HYOUHU_HUBUKI:
  13886. case KO_KAZEHU_SEIRAN:
  13887. case KO_DOHU_KOUKAI:
  13888. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  13889. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13890. return false;
  13891. }
  13892. break;
  13893. case KO_KAIHOU:
  13894. case KO_ZENKAI:
  13895. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  13896. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  13897. return false;
  13898. }
  13899. break;
  13900. }
  13901. /* check state required */
  13902. switch (require.state) {
  13903. case ST_HIDDEN:
  13904. if(!pc_ishiding(sd)) {
  13905. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13906. return false;
  13907. }
  13908. break;
  13909. case ST_RIDING:
  13910. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13911. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13912. return false;
  13913. }
  13914. break;
  13915. case ST_FALCON:
  13916. if(!pc_isfalcon(sd)) {
  13917. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13918. return false;
  13919. }
  13920. break;
  13921. case ST_CART:
  13922. if(!pc_iscarton(sd)) {
  13923. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13924. return false;
  13925. }
  13926. break;
  13927. case ST_SHIELD:
  13928. if(sd->status.shield <= 0) {
  13929. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13930. return false;
  13931. }
  13932. break;
  13933. case ST_RECOV_WEIGHT_RATE:
  13934. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13935. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13936. return false;
  13937. }
  13938. break;
  13939. case ST_MOVE_ENABLE:
  13940. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13941. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13942. if (!unit_can_move(&sd->bl)) {
  13943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13944. return false;
  13945. }
  13946. break;
  13947. case ST_WATER:
  13948. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13949. break;
  13950. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13951. break;
  13952. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13953. return false;
  13954. case ST_RIDINGDRAGON:
  13955. if( !pc_isridingdragon(sd) ) {
  13956. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13957. return false;
  13958. }
  13959. break;
  13960. case ST_WUG:
  13961. if( !pc_iswug(sd) ) {
  13962. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13963. return false;
  13964. }
  13965. break;
  13966. case ST_RIDINGWUG:
  13967. if( !pc_isridingwug(sd) ) {
  13968. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13969. return false;
  13970. }
  13971. break;
  13972. case ST_MADO:
  13973. if( !pc_ismadogear(sd) ) {
  13974. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  13975. return false;
  13976. }
  13977. break;
  13978. case ST_ELEMENTALSPIRIT:
  13979. case ST_ELEMENTALSPIRIT2:
  13980. if(!sd->ed) {
  13981. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13982. return false;
  13983. }
  13984. break;
  13985. case ST_PECO:
  13986. if(!pc_isriding(sd)) {
  13987. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13988. return false;
  13989. }
  13990. break;
  13991. }
  13992. /* check the status required */
  13993. if (require.status_count) {
  13994. switch (skill_id) {
  13995. // Being checked later in skill_check_condition_castend()
  13996. case WZ_SIGHTRASHER:
  13997. break;
  13998. default:
  13999. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14000. return false;
  14001. break;
  14002. }
  14003. }
  14004. //check if equipped item
  14005. if (require.eqItem_count) {
  14006. for (i = 0; i < require.eqItem_count; i++) {
  14007. uint16 reqeqit = require.eqItem[i];
  14008. if (!reqeqit)
  14009. break; //no required item; get out of here
  14010. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14011. if (i == require.eqItem_count) {
  14012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14013. return false;
  14014. }
  14015. } else
  14016. break; // Wearing an applicable item.
  14017. }
  14018. }
  14019. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14020. //mhp is the max-hp-requirement, that is,
  14021. //you must have this % or less of HP to cast it.
  14022. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14023. return false;
  14024. }
  14025. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14026. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14027. return false;
  14028. }
  14029. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14030. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14031. return false;
  14032. }
  14033. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14035. return false;
  14036. }
  14037. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  14038. (require.spiritball == -1 && sd->spiritball < 1) ) {
  14039. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  14040. return false;
  14041. }
  14042. return true;
  14043. }
  14044. /**
  14045. * Check skill condition when cast end.
  14046. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14047. * @param sd Player who uses skill
  14048. * @param skill_id ID of used skill
  14049. * @param skill_lv Level of used skill
  14050. * @return true: All condition passed, false: Failed
  14051. */
  14052. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14053. {
  14054. struct skill_condition require;
  14055. struct status_data *status;
  14056. int i;
  14057. short index[MAX_SKILL_ITEM_REQUIRE];
  14058. nullpo_retr(false,sd);
  14059. if( sd->chatID )
  14060. return false;
  14061. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14062. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14063. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14064. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14065. return true;
  14066. }
  14067. switch( sd->menuskill_id ) { // Cast start or cast end??
  14068. case AM_PHARMACY:
  14069. switch( skill_id ) {
  14070. case AM_PHARMACY:
  14071. case AC_MAKINGARROW:
  14072. case BS_REPAIRWEAPON:
  14073. case AM_TWILIGHT1:
  14074. case AM_TWILIGHT2:
  14075. case AM_TWILIGHT3:
  14076. return false;
  14077. }
  14078. break;
  14079. case GN_MIX_COOKING:
  14080. case GN_MAKEBOMB:
  14081. case GN_S_PHARMACY:
  14082. case GN_CHANGEMATERIAL:
  14083. if( sd->menuskill_id != skill_id )
  14084. return false;
  14085. break;
  14086. }
  14087. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  14088. return true;
  14089. if( pc_is90overweight(sd) ) {
  14090. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14091. return false;
  14092. }
  14093. // perform skill-specific checks (and actions)
  14094. switch( skill_id ) {
  14095. case PR_BENEDICTIO:
  14096. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14097. break;
  14098. case AM_CANNIBALIZE:
  14099. case AM_SPHEREMINE: {
  14100. int c=0;
  14101. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  14102. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14103. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14104. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14105. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14106. if(c >= maxcount ||
  14107. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14108. { //Fails when: exceed max limit. There are other plant types already out.
  14109. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14110. return false;
  14111. }
  14112. }
  14113. break;
  14114. }
  14115. case NC_SILVERSNIPER:
  14116. case NC_MAGICDECOY: {
  14117. int c = 0;
  14118. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14119. int mob_class = MOBID_SILVERSNIPER;
  14120. if( skill_id == NC_MAGICDECOY )
  14121. mob_class = MOBID_MAGICDECOY_FIRE;
  14122. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14123. if( skill_id == NC_MAGICDECOY ) {
  14124. int j;
  14125. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14126. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14127. } else
  14128. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14129. if( c >= maxcount ) {
  14130. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14131. return false;
  14132. }
  14133. }
  14134. }
  14135. break;
  14136. case KO_ZANZOU: {
  14137. int c = 0;
  14138. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14139. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14140. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14141. return false;
  14142. }
  14143. }
  14144. break;
  14145. }
  14146. status = &sd->battle_status;
  14147. require = skill_get_requirement(sd,skill_id,skill_lv);
  14148. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  14149. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14150. return false;
  14151. }
  14152. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14153. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14154. return false;
  14155. }
  14156. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  14157. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  14158. clif_arrow_fail(sd,0);
  14159. return false;
  14160. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  14161. char e_msg[100];
  14162. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  14163. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  14164. return false;
  14165. }
  14166. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14167. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14168. return false;
  14169. }
  14170. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14171. skill_get_desc(skill_id),
  14172. require.ammo_qty,
  14173. itemdb_jname(sd->status.inventory[i].nameid));
  14174. clif_colormes(sd->fd,color_table[COLOR_RED],e_msg);
  14175. return false;
  14176. }
  14177. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14178. //which is the closest we have to wrong ammo type. [Skotlex]
  14179. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14180. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14181. return false;
  14182. }
  14183. }
  14184. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14185. if( !require.itemid[i] )
  14186. continue;
  14187. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14188. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  14189. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14190. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14191. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14193. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14194. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14195. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14196. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14197. else if( require.itemid[i] == ITEMID_ANCILLA )
  14198. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14199. else {
  14200. char output[CHAT_SIZE_MAX];
  14201. //Official is using msgstringtable.txt for each requirement failure
  14202. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14203. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  14204. clif_colormes(sd->fd,color_table[COLOR_RED],output);
  14205. }
  14206. return false;
  14207. }
  14208. }
  14209. /* check the status required */
  14210. if (require.status_count) {
  14211. switch (skill_id) {
  14212. case WZ_SIGHTRASHER:
  14213. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14214. return false;
  14215. break;
  14216. default:
  14217. break;
  14218. }
  14219. }
  14220. return true;
  14221. }
  14222. /** Consume skill requirement
  14223. * @param sd Player who uses the skill
  14224. * @param skill_id ID of used skill
  14225. * @param skill_lv Level of used skill
  14226. * @param type Consume type
  14227. * type&1: consume the others (before skill was used);
  14228. * type&2: consume items (after skill was used)
  14229. */
  14230. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14231. {
  14232. struct skill_condition require;
  14233. nullpo_retv(sd);
  14234. require = skill_get_requirement(sd,skill_id,skill_lv);
  14235. if( type&1 ) {
  14236. switch( skill_id ) {
  14237. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14238. case MC_IDENTIFY:
  14239. require.sp = 0;
  14240. break;
  14241. case MO_KITRANSLATION:
  14242. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14243. require.spiritball = 0;
  14244. //Fall through
  14245. default:
  14246. if(sd->state.autocast)
  14247. require.sp = 0;
  14248. break;
  14249. }
  14250. if(require.hp || require.sp)
  14251. status_zap(&sd->bl, require.hp, require.sp);
  14252. if(require.spiritball > 0)
  14253. pc_delspiritball(sd,require.spiritball,0);
  14254. else if(require.spiritball == -1) {
  14255. sd->spiritball_old = sd->spiritball;
  14256. pc_delspiritball(sd,sd->spiritball,0);
  14257. }
  14258. if(require.zeny > 0)
  14259. {
  14260. if( skill_id == NJ_ZENYNAGE )
  14261. require.zeny = 0; //Zeny is reduced on skill_attack.
  14262. if( sd->status.zeny < require.zeny )
  14263. require.zeny = sd->status.zeny;
  14264. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14265. }
  14266. }
  14267. if( type&2 ) {
  14268. struct status_change *sc = &sd->sc;
  14269. int n,i;
  14270. if( !sc->count )
  14271. sc = NULL;
  14272. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14273. {
  14274. if( !require.itemid[i] )
  14275. continue;
  14276. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  14277. continue; //Gemstones are checked, but not substracted from inventory.
  14278. switch( skill_id ){
  14279. case SA_SEISMICWEAPON:
  14280. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14281. continue;
  14282. break;
  14283. case SA_FLAMELAUNCHER:
  14284. case SA_VOLCANO:
  14285. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14286. continue;
  14287. break;
  14288. case SA_FROSTWEAPON:
  14289. case SA_DELUGE:
  14290. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14291. continue;
  14292. break;
  14293. case SA_LIGHTNINGLOADER:
  14294. case SA_VIOLENTGALE:
  14295. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14296. continue;
  14297. break;
  14298. }
  14299. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14300. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14301. }
  14302. }
  14303. }
  14304. /**
  14305. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14306. * @param sd Player's that will be checked
  14307. * @param skill_id Skill that's being used
  14308. * @param skill_lv Skill level of used skill
  14309. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14310. */
  14311. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14312. {
  14313. struct skill_condition req;
  14314. struct status_data *status;
  14315. struct status_change *sc;
  14316. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14317. uint16 idx;
  14318. bool level_dependent = false;
  14319. memset(&req,0,sizeof(req));
  14320. if( !sd )
  14321. return req;
  14322. if( sd->skillitem == skill_id )
  14323. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14324. sc = &sd->sc;
  14325. if( !sc->count )
  14326. sc = NULL;
  14327. //Checks if disabling skill - in which case no SP requirements are necessary
  14328. if( sc && skill_disable_check(sc,skill_id) )
  14329. return req;
  14330. idx = skill_get_index(skill_id);
  14331. if( idx == 0 ) // invalid skill id
  14332. return req;
  14333. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14334. status = &sd->battle_status;
  14335. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14336. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14337. if(hp_rate > 0)
  14338. req.hp += (status->hp * hp_rate)/100;
  14339. else
  14340. req.hp += (status->max_hp * (-hp_rate))/100;
  14341. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14342. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14343. req.sp /= 2;
  14344. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14345. if(sp_rate > 0)
  14346. req.sp += (status->sp * sp_rate)/100;
  14347. else
  14348. req.sp += (status->max_sp * (-sp_rate))/100;
  14349. if( sd->dsprate != 100 )
  14350. req.sp = req.sp * sd->dsprate / 100;
  14351. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14352. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14353. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14354. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14355. if( i < ARRAYLENGTH(sd->skillusesp) )
  14356. req.sp -= sd->skillusesp[i].val;
  14357. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14358. if( sc ) {
  14359. if( sc->data[SC__LAZINESS] )
  14360. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14361. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14362. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14363. if( sc->data[SC_RECOGNIZEDSPELL] )
  14364. req.sp += req.sp / 4;
  14365. if( sc->data[SC_OFFERTORIUM])
  14366. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14367. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14368. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14369. }
  14370. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14371. if( sc && sc->data[SC__UNLUCKY] ) {
  14372. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14373. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14374. else
  14375. req.zeny += 1000;
  14376. }
  14377. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14378. req.state = skill_db[idx]->require.state;
  14379. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14380. req.weapon = skill_db[idx]->require.weapon;
  14381. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14382. if (req.ammo_qty)
  14383. req.ammo = skill_db[idx]->require.ammo;
  14384. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14385. { //Assume this skill is using the weapon, therefore it requires arrows.
  14386. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14387. req.ammo_qty = 1;
  14388. }
  14389. req.status_count = skill_db[idx]->require.status_count;
  14390. req.status = skill_db[idx]->require.status;
  14391. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14392. req.eqItem = skill_db[idx]->require.eqItem;
  14393. switch( skill_id ) {
  14394. /* Skill level-dependent checks */
  14395. case NC_SHAPESHIFT:
  14396. case NC_REPAIR:
  14397. //NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14398. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14399. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14400. case GN_FIRE_EXPANSION:
  14401. case SO_SUMMON_AGNI:
  14402. case SO_SUMMON_AQUA:
  14403. case SO_SUMMON_VENTUS:
  14404. case SO_SUMMON_TERA:
  14405. case SO_WATER_INSIGNIA:
  14406. case SO_FIRE_INSIGNIA:
  14407. case SO_WIND_INSIGNIA:
  14408. case SO_EARTH_INSIGNIA:
  14409. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14410. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14411. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14412. level_dependent = true;
  14413. /* Normal skill requirements and gemstone checks */
  14414. default:
  14415. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14416. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14417. if (!level_dependent) {
  14418. switch( skill_id ) {
  14419. case AM_POTIONPITCHER:
  14420. case CR_SLIMPITCHER:
  14421. case CR_CULTIVATION:
  14422. if (i != skill_lv%11 - 1)
  14423. continue;
  14424. break;
  14425. case AM_CALLHOMUN:
  14426. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14427. continue;
  14428. break;
  14429. case AB_ADORAMUS:
  14430. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14431. continue;
  14432. break;
  14433. case WL_COMET:
  14434. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14435. continue;
  14436. break;
  14437. }
  14438. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14439. req.amount[i] = skill_db[idx]->require.amount[i];
  14440. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14441. int16 itIndex;
  14442. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i])) {
  14443. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14444. req.itemid[i] = ITEMID_TRAP;
  14445. else
  14446. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14447. req.amount[i] = 1;
  14448. }
  14449. break;
  14450. }
  14451. }
  14452. // Check requirement for gemstone.
  14453. if (itemid_isgemstone(req.itemid[i])) {
  14454. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14455. req.itemid[i] = req.amount[i] = 0;
  14456. else {
  14457. if( sd->special_state.no_gemstone )
  14458. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14459. if( skill_id != SA_ABRACADABRA )
  14460. req.itemid[i] = req.amount[i] = 0;
  14461. else if( --req.amount[i] < 1 )
  14462. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14463. }
  14464. if(sc && sc->data[SC_INTOABYSS])
  14465. {
  14466. if( skill_id != SA_ABRACADABRA )
  14467. req.itemid[i] = req.amount[i] = 0;
  14468. else if( --req.amount[i] < 1 )
  14469. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14470. }
  14471. }
  14472. }
  14473. }
  14474. break;
  14475. }
  14476. // Check for cost reductions due to skills & SCs
  14477. switch(skill_id) {
  14478. case MC_MAMMONITE:
  14479. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14480. req.zeny -= req.zeny*10/100;
  14481. break;
  14482. case AL_HOLYLIGHT:
  14483. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14484. req.sp *= 5;
  14485. break;
  14486. case SL_SMA:
  14487. case SL_STUN:
  14488. case SL_STIN:
  14489. {
  14490. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14491. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14492. break;
  14493. if(sd->status.base_level>=90)
  14494. req.sp -= req.sp*7*kaina_lv/100;
  14495. else if(sd->status.base_level>=80)
  14496. req.sp -= req.sp*5*kaina_lv/100;
  14497. else if(sd->status.base_level>=70)
  14498. req.sp -= req.sp*3*kaina_lv/100;
  14499. }
  14500. break;
  14501. case MO_CHAINCOMBO:
  14502. case MO_COMBOFINISH:
  14503. case CH_TIGERFIST:
  14504. case CH_CHAINCRUSH:
  14505. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14506. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14507. break;
  14508. case MO_BODYRELOCATION:
  14509. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14510. req.spiritball = 0;
  14511. break;
  14512. case MO_EXTREMITYFIST:
  14513. if( sc ) {
  14514. if( sc->data[SC_BLADESTOP] )
  14515. req.spiritball--;
  14516. else if( sc->data[SC_COMBO] ) {
  14517. switch( sc->data[SC_COMBO]->val1 ) {
  14518. case MO_COMBOFINISH:
  14519. req.spiritball = 4;
  14520. break;
  14521. case CH_TIGERFIST:
  14522. req.spiritball = 3;
  14523. break;
  14524. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14525. req.spiritball = sd->spiritball?sd->spiritball:1;
  14526. break;
  14527. }
  14528. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14529. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14530. }
  14531. break;
  14532. case SR_RAMPAGEBLASTER:
  14533. req.spiritball = sd->spiritball?sd->spiritball:15;
  14534. break;
  14535. case LG_RAGEBURST:
  14536. req.spiritball = sd->spiritball?sd->spiritball:1;
  14537. break;
  14538. case SR_GATEOFHELL:
  14539. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14540. req.sp -= req.sp * 10 / 100;
  14541. break;
  14542. case SO_SUMMON_AGNI:
  14543. case SO_SUMMON_AQUA:
  14544. case SO_SUMMON_VENTUS:
  14545. case SO_SUMMON_TERA: {
  14546. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14547. if( spirit_sympathy )
  14548. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14549. }
  14550. break;
  14551. case SO_PSYCHIC_WAVE:
  14552. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14553. req.sp += req.sp / 2; // 1.5x SP cost
  14554. break;
  14555. }
  14556. //Check if player is using the copied skill [Cydh]
  14557. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14558. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14559. if (req_opt&0x0001) req.hp = 0;
  14560. if (req_opt&0x0002) req.mhp = 0;
  14561. if (req_opt&0x0004) req.sp = 0;
  14562. if (req_opt&0x0008) req.hp_rate = 0;
  14563. if (req_opt&0x0010) req.sp_rate = 0;
  14564. if (req_opt&0x0020) req.zeny = 0;
  14565. if (req_opt&0x0040) req.weapon = 0;
  14566. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14567. if (req_opt&0x0100) req.state = ST_NONE;
  14568. if (req_opt&0x0200) req.status_count = 0;
  14569. if (req_opt&0x0400) req.spiritball = 0;
  14570. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14571. if (req_opt&0x1000) req.eqItem_count = 0;
  14572. }
  14573. return req;
  14574. }
  14575. /*==========================================
  14576. * Does cast-time reductions based on dex, item bonuses and config setting
  14577. *------------------------------------------*/
  14578. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14579. double time = skill_get_cast(skill_id, skill_lv);
  14580. nullpo_ret(bl);
  14581. #ifndef RENEWAL_CAST
  14582. {
  14583. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  14584. struct status_change *sc = status_get_sc(bl);
  14585. int reduce_cast_rate = 0;
  14586. uint8 flag = skill_get_castnodex(skill_id);
  14587. // Calculate base cast time (reduced by dex)
  14588. if (!(flag&1)) {
  14589. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14590. if (scale > 0) // not instant cast
  14591. time = time * (float)scale / battle_config.castrate_dex_scale;
  14592. else
  14593. return 0; // instant cast
  14594. }
  14595. // Calculate cast time reduced by item/card bonuses
  14596. if (sd) {
  14597. int i;
  14598. if (!(flag&4) && sd->castrate != 100)
  14599. reduce_cast_rate += 100 - sd->castrate;
  14600. // Skill-specific reductions work regardless of flag
  14601. for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14602. if (sd->skillcastrate[i].id == skill_id) {
  14603. reduce_cast_rate -= sd->skillcastrate[i].val;
  14604. break;
  14605. }
  14606. }
  14607. }
  14608. // These cast time reductions are processed even if the skill fails
  14609. if (sc && sc->count) {
  14610. // Magic Strings stacks additively with item bonuses
  14611. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  14612. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14613. // Foresight halves the cast time, it does not stack additively
  14614. if (sc->data[SC_MEMORIZE]) {
  14615. if(!(flag&2))
  14616. time -= time * 50 / 100;
  14617. // Foresight counter gets reduced even if the skill is not affected by it
  14618. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14619. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14620. }
  14621. }
  14622. time = time * (1 - (float)reduce_cast_rate / 100);
  14623. }
  14624. #endif
  14625. // config cast time multiplier
  14626. if (battle_config.cast_rate != 100)
  14627. time = time * battle_config.cast_rate / 100;
  14628. // return final cast time
  14629. time = max(time, 0);
  14630. //ShowInfo("Castime castfix = %f\n",time);
  14631. return (int)time;
  14632. }
  14633. #ifndef RENEWAL_CAST
  14634. /**
  14635. * Get the skill cast time for Pre-Re cast
  14636. * @param bl: The caster
  14637. * @param time: Cast time before Status Change addition or reduction
  14638. * @return time: Modified castime after status change addition or reduction
  14639. */
  14640. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  14641. {
  14642. struct status_change *sc = status_get_sc(bl);
  14643. if (time < 0)
  14644. return 0;
  14645. if (bl->type == BL_MOB)
  14646. return (int)time;
  14647. if (sc && sc->count) {
  14648. if (!(flag&2)) {
  14649. if (sc->data[SC_SLOWCAST])
  14650. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14651. if (sc->data[SC_PARALYSIS])
  14652. time += sc->data[SC_PARALYSIS]->val3;
  14653. if (sc->data[SC_IZAYOI])
  14654. time -= time * 50 / 100;
  14655. }
  14656. if (sc->data[SC_SUFFRAGIUM]) {
  14657. if(!(flag&2))
  14658. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14659. //Suffragium ends even if the skill is not affected by it
  14660. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14661. }
  14662. }
  14663. time = max(time, 0);
  14664. //ShowInfo("Castime castfix_sc = %f\n",time);
  14665. return (int)time;
  14666. }
  14667. #else
  14668. /**
  14669. * Get the skill cast time for RENEWAL_CAST.
  14670. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14671. * Additive value:
  14672. * Variable CastTime : time += value
  14673. * Fixed CastTime : fixed += value
  14674. * Multipicative value
  14675. * Variable CastTime : VARCAST_REDUCTION(value)
  14676. * Fixed CastTime : FIXEDCASTRATE2(value)
  14677. * @param bl: The caster
  14678. * @param time: Cast time without reduction
  14679. * @param skill_id: Skill ID of the casted skill
  14680. * @param skill_lv: Skill level of the casted skill
  14681. * @return time: Modified castime after status and bonus addition or reduction
  14682. */
  14683. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14684. {
  14685. struct status_change *sc = status_get_sc(bl);
  14686. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14687. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  14688. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  14689. nullpo_ret(bl);
  14690. if (time < 0)
  14691. return 0;
  14692. if (bl->type == BL_MOB)
  14693. return (int)time;
  14694. if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
  14695. fixed = 0;
  14696. else if (fixed == 0) {
  14697. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14698. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14699. }
  14700. // Additive Variable Cast bonus adjustments by items
  14701. if (sd && !(flag&4)) {
  14702. if (sd->bonus.varcastrate != 0)
  14703. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  14704. if (sd->bonus.fixcastrate != 0)
  14705. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  14706. if (sd->bonus.add_varcast != 0)
  14707. time += sd->bonus.add_varcast; // bonus bVariableCast
  14708. if (sd->bonus.add_fixcast != 0)
  14709. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14710. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  14711. if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
  14712. fixed += sd->skillfixcast[i].val;
  14713. break;
  14714. }
  14715. }
  14716. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
  14717. if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
  14718. time += sd->skillvarcast[i].val;
  14719. break;
  14720. }
  14721. }
  14722. for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14723. if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
  14724. reduce_cast_rate += sd->skillcastrate[i].val;
  14725. break;
  14726. }
  14727. }
  14728. for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
  14729. if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
  14730. fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
  14731. break;
  14732. }
  14733. }
  14734. }
  14735. // Adjusted by active statuses
  14736. if (sc && sc->count && !(flag&2)) {
  14737. // Multiplicative Variable CastTime values
  14738. if (sc->data[SC_SLOWCAST])
  14739. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  14740. if (sc->data[SC__LAZINESS])
  14741. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  14742. if (sc->data[SC_SUFFRAGIUM]) {
  14743. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  14744. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14745. }
  14746. if (sc->data[SC_MEMORIZE]) {
  14747. reduce_cast_rate += 50;
  14748. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14749. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14750. }
  14751. if (sc->data[SC_POEMBRAGI])
  14752. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14753. if (sc->data[SC_IZAYOI])
  14754. VARCAST_REDUCTION(50);
  14755. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  14756. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  14757. if (sc->data[SC_TELEKINESIS_INTENSE])
  14758. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  14759. // Multiplicative Fixed CastTime values
  14760. if (sc->data[SC_SECRAMENT])
  14761. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  14762. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  14763. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  14764. if (sc->data[SC_DANCEWITHWUG])
  14765. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  14766. if (sc->data[SC_HEAT_BARREL])
  14767. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  14768. // Additive Fixed CastTime values
  14769. if (sc->data[SC_MANDRAGORA])
  14770. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  14771. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  14772. fixed -= 1000;
  14773. if (sc->data[SC_IZAYOI])
  14774. fixed = 0;
  14775. }
  14776. if (varcast_r < 0)
  14777. time = time * (1 - (float)min(varcast_r, 100) / 100);
  14778. // Apply Variable CastTime calculation by INT & DEX
  14779. if (!(flag&1))
  14780. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  14781. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  14782. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  14783. return (int)time;
  14784. }
  14785. #endif
  14786. /*==========================================
  14787. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14788. *------------------------------------------*/
  14789. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14790. {
  14791. int delaynodex = skill_get_delaynodex(skill_id);
  14792. int time = skill_get_delay(skill_id, skill_lv);
  14793. struct map_session_data *sd;
  14794. struct status_change *sc = status_get_sc(bl);
  14795. nullpo_ret(bl);
  14796. sd = BL_CAST(BL_PC, bl);
  14797. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14798. return 0; //Will use picked skill's delay.
  14799. if (bl->type&battle_config.no_skill_delay)
  14800. return battle_config.min_skill_delay_limit;
  14801. if (time < 0)
  14802. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14803. // Delay reductions
  14804. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14805. case MO_TRIPLEATTACK:
  14806. case MO_CHAINCOMBO:
  14807. case MO_COMBOFINISH:
  14808. case CH_TIGERFIST:
  14809. case CH_CHAINCRUSH:
  14810. case SR_DRAGONCOMBO:
  14811. case SR_FALLENEMPIRE:
  14812. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  14813. if (time == 0)
  14814. time = 1000;
  14815. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  14816. break;
  14817. case HP_BASILICA:
  14818. if (sc && !sc->data[SC_BASILICA])
  14819. time = 0; // There is no Delay on Basilica creation, only on cancel
  14820. break;
  14821. default:
  14822. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  14823. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14824. if (scale > 0)
  14825. time = time * scale / battle_config.castrate_dex_scale;
  14826. else //To be capped later to minimum.
  14827. time = 0;
  14828. }
  14829. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  14830. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14831. if (scale > 0)
  14832. time = time * scale / battle_config.castrate_dex_scale;
  14833. else //To be capped later to minimum.
  14834. time = 0;
  14835. }
  14836. }
  14837. if (sc && sc->data[SC_SPIRIT]) {
  14838. switch (skill_id) {
  14839. case CR_SHIELDBOOMERANG:
  14840. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14841. time /= 2;
  14842. break;
  14843. case AS_SONICBLOW:
  14844. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14845. time /= 2;
  14846. break;
  14847. }
  14848. }
  14849. if (!(delaynodex&2)) {
  14850. if (sc && sc->count) {
  14851. if (sc->data[SC_POEMBRAGI])
  14852. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14853. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  14854. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14855. }
  14856. }
  14857. if (!(delaynodex&4) && sd && sd->delayrate != 100)
  14858. time = time * sd->delayrate / 100;
  14859. if (battle_config.delay_rate != 100)
  14860. time = time * battle_config.delay_rate / 100;
  14861. //ShowInfo("Delay delayfix = %d\n",time);
  14862. return max(time,0);
  14863. }
  14864. /*==========================================
  14865. * Weapon Repair [Celest/DracoRPG]
  14866. *------------------------------------------*/
  14867. void skill_repairweapon(struct map_session_data *sd, int idx) {
  14868. int material;
  14869. int materials[4] = { 1002, 998, 999, 756 };
  14870. struct item *item;
  14871. struct map_session_data *target_sd;
  14872. nullpo_retv(sd);
  14873. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14874. return;
  14875. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14876. return;
  14877. if( idx < 0 || idx >= MAX_INVENTORY )
  14878. return; //Invalid index??
  14879. item = &target_sd->status.inventory[idx];
  14880. if( !item->nameid || !item->attribute )
  14881. return; //Again invalid item....
  14882. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14883. clif_item_repaireffect(sd,idx,1);
  14884. return;
  14885. }
  14886. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14887. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14888. else
  14889. material = materials [2]; // Armors consume 1 Steel
  14890. if ( pc_search_inventory(sd,material) < 0 ) {
  14891. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14892. return;
  14893. }
  14894. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14895. item->attribute = 0;/* clear broken state */
  14896. clif_equiplist(target_sd);
  14897. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14898. clif_item_repaireffect(sd,idx,0);
  14899. if( sd != target_sd )
  14900. clif_item_repaireffect(target_sd,idx,0);
  14901. }
  14902. /*==========================================
  14903. * Item Appraisal
  14904. *------------------------------------------*/
  14905. void skill_identify(struct map_session_data *sd, int idx)
  14906. {
  14907. int flag=1;
  14908. nullpo_retv(sd);
  14909. if(idx >= 0 && idx < MAX_INVENTORY) {
  14910. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14911. flag=0;
  14912. sd->status.inventory[idx].identify=1;
  14913. }
  14914. }
  14915. clif_item_identified(sd,idx,flag);
  14916. }
  14917. /*==========================================
  14918. * Weapon Refine [Celest]
  14919. *------------------------------------------*/
  14920. void skill_weaponrefine(struct map_session_data *sd, int idx)
  14921. {
  14922. nullpo_retv(sd);
  14923. if (idx >= 0 && idx < MAX_INVENTORY)
  14924. {
  14925. struct item *item;
  14926. struct item_data *ditem = sd->inventory_data[idx];
  14927. item = &sd->status.inventory[idx];
  14928. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  14929. int i = 0, per;
  14930. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14931. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14932. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14933. return;
  14934. }
  14935. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14936. clif_upgrademessage(sd->fd, 2, item->nameid);
  14937. return;
  14938. }
  14939. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14940. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14941. return;
  14942. }
  14943. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14944. if( sd->class_&JOBL_THIRD )
  14945. per += 10;
  14946. else
  14947. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14948. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14949. if (per > rnd() % 100) {
  14950. int ep=0;
  14951. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14952. item->refine++;
  14953. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14954. if(item->equip) {
  14955. ep = item->equip;
  14956. pc_unequipitem(sd,idx,3);
  14957. }
  14958. clif_delitem(sd,idx,1,3);
  14959. clif_upgrademessage(sd->fd, 0, item->nameid);
  14960. clif_inventorylist(sd);
  14961. clif_refine(sd->fd,0,idx,item->refine);
  14962. if (ep)
  14963. pc_equipitem(sd,idx,ep);
  14964. clif_misceffect(&sd->bl,3);
  14965. if(item->refine == 10 &&
  14966. item->card[0] == CARD0_FORGE &&
  14967. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14968. { // Fame point system [DracoRPG]
  14969. switch(ditem->wlv){
  14970. case 1:
  14971. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14972. break;
  14973. case 2:
  14974. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14975. break;
  14976. case 3:
  14977. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14978. break;
  14979. }
  14980. }
  14981. } else {
  14982. item->refine = 0;
  14983. if(item->equip)
  14984. pc_unequipitem(sd,idx,3);
  14985. clif_upgrademessage(sd->fd, 1, item->nameid);
  14986. clif_refine(sd->fd,1,idx,item->refine);
  14987. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14988. clif_misceffect(&sd->bl,2);
  14989. clif_emotion(&sd->bl, E_OMG);
  14990. }
  14991. }
  14992. }
  14993. }
  14994. /*==========================================
  14995. *
  14996. *------------------------------------------*/
  14997. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  14998. {
  14999. uint16 skill_lv;
  15000. int maxlv=1,lv;
  15001. nullpo_ret(sd);
  15002. skill_lv = sd->menuskill_val;
  15003. lv=pc_checkskill(sd,skill_id);
  15004. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15005. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15006. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15007. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15008. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15009. else if(skill_lv==2) maxlv=1;
  15010. else if(skill_lv==3) maxlv=2;
  15011. else if(skill_lv>=4) maxlv=3;
  15012. }
  15013. else if(skill_id==MG_SOULSTRIKE){
  15014. if(skill_lv==5) maxlv=1;
  15015. else if(skill_lv==6) maxlv=2;
  15016. else if(skill_lv>=7) maxlv=3;
  15017. }
  15018. else if(skill_id==MG_FIREBALL){
  15019. if(skill_lv==8) maxlv=1;
  15020. else if(skill_lv>=9) maxlv=2;
  15021. }
  15022. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15023. else return 0;
  15024. if(maxlv > lv)
  15025. maxlv = lv;
  15026. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15027. skill_get_time(SA_AUTOSPELL,skill_lv));
  15028. return 0;
  15029. }
  15030. /*==========================================
  15031. * Sitting skills functions.
  15032. *------------------------------------------*/
  15033. static int skill_sit_count(struct block_list *bl, va_list ap)
  15034. {
  15035. struct map_session_data *sd;
  15036. int type =va_arg(ap,int);
  15037. sd=(struct map_session_data*)bl;
  15038. if(!pc_issit(sd))
  15039. return 0;
  15040. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15041. return 1;
  15042. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  15043. return 1;
  15044. return 0;
  15045. }
  15046. static int skill_sit_in (struct block_list *bl, va_list ap)
  15047. {
  15048. struct map_session_data *sd;
  15049. int type = va_arg(ap,int);
  15050. sd = (struct map_session_data*)bl;
  15051. if(!pc_issit(sd))
  15052. return 0;
  15053. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15054. sd->state.gangsterparadise = 1;
  15055. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  15056. sd->state.rest = 1;
  15057. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15058. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15059. }
  15060. return 0;
  15061. }
  15062. static int skill_sit_out (struct block_list *bl, va_list ap)
  15063. {
  15064. struct map_session_data *sd;
  15065. int type = va_arg(ap,int);
  15066. sd = (struct map_session_data*)bl;
  15067. if(sd->state.gangsterparadise && type&1)
  15068. sd->state.gangsterparadise = 0;
  15069. if(sd->state.rest && type&2) {
  15070. sd->state.rest = 0;
  15071. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15072. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15073. }
  15074. return 0;
  15075. }
  15076. int skill_sit (struct map_session_data *sd, int type)
  15077. {
  15078. int flag = 0;
  15079. int range = 0, lv;
  15080. nullpo_ret(sd);
  15081. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15082. flag |= 1;
  15083. range = skill_get_splash(RG_GANGSTER, lv);
  15084. }
  15085. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15086. flag |= 2;
  15087. range = skill_get_splash(TK_HPTIME, lv);
  15088. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15089. flag |= 2;
  15090. range = skill_get_splash(TK_SPTIME, lv);
  15091. }
  15092. if (type)
  15093. clif_status_load(&sd->bl, SI_SIT, 1);
  15094. else
  15095. clif_status_load(&sd->bl, SI_SIT, 0);
  15096. if (!flag) return 0;
  15097. if(type) {
  15098. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  15099. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  15100. } else {
  15101. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  15102. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  15103. }
  15104. return 0;
  15105. }
  15106. /*==========================================
  15107. * Do Forstjoke/Scream effect
  15108. *------------------------------------------*/
  15109. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15110. {
  15111. struct block_list *src;
  15112. uint16 skill_id,skill_lv;
  15113. unsigned int tick;
  15114. nullpo_ret(bl);
  15115. nullpo_ret(src = va_arg(ap,struct block_list*));
  15116. skill_id = va_arg(ap,int);
  15117. skill_lv = va_arg(ap,int);
  15118. if(!skill_lv)
  15119. return 0;
  15120. tick = va_arg(ap,unsigned int);
  15121. if (src == bl || status_isdead(bl))
  15122. return 0;
  15123. if (bl->type == BL_PC) {
  15124. struct map_session_data *sd = (struct map_session_data *)bl;
  15125. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15126. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15127. }
  15128. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15129. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15130. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15131. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15132. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15133. return 0;
  15134. }
  15135. /**
  15136. * Set map cell flag as skill unit effect
  15137. * @param src Skill unit
  15138. * @param skill_id
  15139. * @param skill_lv
  15140. * @param cell Cell type cell_t
  15141. * @param flag 0/1
  15142. */
  15143. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15144. {
  15145. int range = skill_get_unit_range(skill_id,skill_lv);
  15146. int x, y;
  15147. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15148. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15149. map_setcell(src->bl.m, x, y, cell, flag);
  15150. }
  15151. /**
  15152. * Do skill attack area (such splash effect) around the 'first' target.
  15153. * First target will skip skill condition, always receive damage. But,
  15154. * around it, still need target/condition validation by
  15155. * battle_check_target and status_check_skilluse
  15156. * @param bl
  15157. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15158. */
  15159. int skill_attack_area(struct block_list *bl, va_list ap)
  15160. {
  15161. struct block_list *src,*dsrc;
  15162. int atk_type,skill_id,skill_lv,flag,type;
  15163. unsigned int tick;
  15164. if(status_isdead(bl))
  15165. return 0;
  15166. atk_type = va_arg(ap,int);
  15167. src = va_arg(ap,struct block_list*);
  15168. dsrc = va_arg(ap,struct block_list*);
  15169. skill_id = va_arg(ap,int);
  15170. skill_lv = va_arg(ap,int);
  15171. tick = va_arg(ap,unsigned int);
  15172. flag = va_arg(ap,int);
  15173. type = va_arg(ap,int);
  15174. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  15175. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15176. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15177. !status_check_skilluse(NULL, bl, skill_id, 2))
  15178. return 0;
  15179. switch (skill_id) {
  15180. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15181. case NPC_ACIDBREATH:
  15182. case NPC_DARKNESSBREATH:
  15183. case NPC_FIREBREATH:
  15184. case NPC_ICEBREATH:
  15185. case NPC_THUNDERBREATH:
  15186. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15187. default:
  15188. //Area-splash, disable skill animation.
  15189. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15190. }
  15191. }
  15192. /**
  15193. * Clear skill unit group
  15194. * @param bl
  15195. * @param flag &1
  15196. */
  15197. int skill_clear_group(struct block_list *bl, int flag)
  15198. {
  15199. struct unit_data *ud = NULL;
  15200. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15201. int i, count = 0;
  15202. nullpo_ret(bl);
  15203. if (!(ud = unit_bl2ud(bl)))
  15204. return 0;
  15205. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15206. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15207. switch (ud->skillunit[i]->skill_id) {
  15208. case SA_DELUGE:
  15209. case SA_VOLCANO:
  15210. case SA_VIOLENTGALE:
  15211. case SA_LANDPROTECTOR:
  15212. case NJ_SUITON:
  15213. case NJ_KAENSIN:
  15214. case SC_CHAOSPANIC:
  15215. if (flag&1)
  15216. group[count++] = ud->skillunit[i];
  15217. break;
  15218. case SO_CLOUD_KILL:
  15219. if( flag&4 )
  15220. group[count++] = ud->skillunit[i];
  15221. break;
  15222. case SO_WARMER:
  15223. if( flag&8 )
  15224. group[count++] = ud->skillunit[i];
  15225. break;
  15226. default:
  15227. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15228. group[count++] = ud->skillunit[i];
  15229. break;
  15230. }
  15231. }
  15232. for (i = 0; i < count; i++)
  15233. skill_delunitgroup(group[i]);
  15234. return count;
  15235. }
  15236. /**
  15237. * Returns the first element field found [Skotlex]
  15238. * @param bl
  15239. * @return skill_unit_group
  15240. */
  15241. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15242. {
  15243. struct unit_data *ud = NULL;
  15244. int i;
  15245. nullpo_ret(bl);
  15246. if (!(ud = unit_bl2ud(bl)))
  15247. return NULL;
  15248. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15249. switch (ud->skillunit[i]->skill_id) {
  15250. case SA_DELUGE:
  15251. case SA_VOLCANO:
  15252. case SA_VIOLENTGALE:
  15253. case SA_LANDPROTECTOR:
  15254. case NJ_SUITON:
  15255. case SO_CLOUD_KILL:
  15256. case SO_WARMER:
  15257. case SC_CHAOSPANIC:
  15258. return ud->skillunit[i];
  15259. }
  15260. }
  15261. return NULL;
  15262. }
  15263. /// Graffiti cleaner [Valaris]
  15264. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15265. {
  15266. struct skill_unit *unit = NULL;
  15267. nullpo_ret(bl);
  15268. nullpo_ret(ap);
  15269. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15270. return 0;
  15271. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  15272. skill_delunit(unit);
  15273. return 0;
  15274. }
  15275. /// Greed effect
  15276. int skill_greed(struct block_list *bl, va_list ap)
  15277. {
  15278. struct block_list *src;
  15279. struct map_session_data *sd = NULL;
  15280. struct flooritem_data *fitem = NULL;
  15281. nullpo_ret(bl);
  15282. nullpo_ret(src = va_arg(ap, struct block_list *));
  15283. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15284. pc_takeitem(sd, fitem);
  15285. return 0;
  15286. }
  15287. /// Ranger's Detonator [Jobbie/3CeAM]
  15288. int skill_detonator(struct block_list *bl, va_list ap)
  15289. {
  15290. struct skill_unit *unit = NULL;
  15291. struct block_list *src;
  15292. int unit_id;
  15293. nullpo_ret(bl);
  15294. nullpo_ret(ap);
  15295. src = va_arg(ap,struct block_list *);
  15296. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15297. return 0;
  15298. if( unit->group->src_id != src->id )
  15299. return 0;
  15300. unit_id = unit->group->unit_id;
  15301. switch( unit_id )
  15302. { //List of Hunter and Ranger Traps that can be detonate.
  15303. case UNT_BLASTMINE:
  15304. case UNT_SANDMAN:
  15305. case UNT_CLAYMORETRAP:
  15306. case UNT_TALKIEBOX:
  15307. case UNT_CLUSTERBOMB:
  15308. case UNT_FIRINGTRAP:
  15309. case UNT_ICEBOUNDTRAP:
  15310. switch(unit_id) {
  15311. case UNT_TALKIEBOX:
  15312. clif_talkiebox(bl,unit->group->valstr);
  15313. unit->group->val2 = -1;
  15314. break;
  15315. case UNT_CLAYMORETRAP:
  15316. case UNT_FIRINGTRAP:
  15317. case UNT_ICEBOUNDTRAP:
  15318. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15319. break;
  15320. default:
  15321. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15322. break;
  15323. }
  15324. clif_changetraplook(bl, UNT_USED_TRAPS);
  15325. unit->group->unit_id = UNT_USED_TRAPS;
  15326. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15327. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15328. break;
  15329. }
  15330. return 0;
  15331. }
  15332. /**
  15333. * Rebellion's Bind Trap explosion
  15334. * @author [Cydh]
  15335. **/
  15336. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15337. struct skill_unit *su = NULL;
  15338. struct block_list *src = NULL;
  15339. nullpo_ret(bl);
  15340. nullpo_ret(ap);
  15341. src = va_arg(ap,struct block_list *);
  15342. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15343. return 0;
  15344. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15345. return 0;
  15346. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15347. clif_changetraplook(bl, UNT_USED_TRAPS);
  15348. su->group->unit_id = UNT_USED_TRAPS;
  15349. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15350. return 1;
  15351. }
  15352. /*==========================================
  15353. * Check new skill unit cell when overlapping in other skill unit cell.
  15354. * Catched skill in cell value pushed to *unit pointer.
  15355. * Set (*alive) to 0 will ends 'new unit' check
  15356. *------------------------------------------*/
  15357. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15358. {
  15359. uint16 skill_id;
  15360. int *alive;
  15361. struct skill_unit *unit;
  15362. skill_id = va_arg(ap,int);
  15363. alive = va_arg(ap,int *);
  15364. unit = (struct skill_unit *)bl;
  15365. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15366. return 0;
  15367. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15368. return 0;
  15369. switch (skill_id) {
  15370. case SA_LANDPROTECTOR:
  15371. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15372. (*alive) = 0;
  15373. skill_delunit(unit);
  15374. return 1;
  15375. }
  15376. //It deletes everything except traps and barriers
  15377. if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) {
  15378. skill_delunit(unit);
  15379. return 1;
  15380. }
  15381. break;
  15382. case HW_GANBANTEIN:
  15383. case LG_EARTHDRIVE:
  15384. // Officially songs/dances are removed
  15385. skill_delunit(unit);
  15386. return 1;
  15387. case SA_VOLCANO:
  15388. case SA_DELUGE:
  15389. case SA_VIOLENTGALE:
  15390. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15391. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15392. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15393. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id, 0) != UNT_DUMMYSKILL)
  15394. {
  15395. (*alive) = 0;
  15396. return 1;
  15397. }
  15398. /*
  15399. switch (unit->group->skill_id)
  15400. { //These cannot override each other.
  15401. case SA_VOLCANO:
  15402. case SA_DELUGE:
  15403. case SA_VIOLENTGALE:
  15404. (*alive) = 0;
  15405. return 1;
  15406. }
  15407. */
  15408. break;
  15409. case PF_FOGWALL:
  15410. switch(unit->group->skill_id) {
  15411. case SA_VOLCANO: //Can't be placed on top of these
  15412. case SA_VIOLENTGALE:
  15413. (*alive) = 0;
  15414. return 1;
  15415. case SA_DELUGE:
  15416. case NJ_SUITON:
  15417. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15418. (*alive) = 2;
  15419. break;
  15420. }
  15421. break;
  15422. case WZ_WATERBALL:
  15423. switch (unit->group->skill_id) {
  15424. case SA_DELUGE:
  15425. case NJ_SUITON:
  15426. //Consumes deluge/suiton
  15427. skill_delunit(unit);
  15428. return 1;
  15429. }
  15430. break;
  15431. case WZ_ICEWALL:
  15432. case HP_BASILICA:
  15433. case HW_GRAVITATION:
  15434. //These can't be placed on top of themselves (duration can't be refreshed)
  15435. if (unit->group->skill_id == skill_id)
  15436. {
  15437. (*alive) = 0;
  15438. return 1;
  15439. }
  15440. break;
  15441. case GN_CRAZYWEED_ATK:
  15442. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15443. break;
  15444. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15445. skill_delunit(unit);
  15446. return 1;
  15447. }
  15448. break;
  15449. case RL_FIRE_RAIN:
  15450. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15451. skill_delunit(unit);
  15452. return 1;
  15453. }
  15454. break;
  15455. }
  15456. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  15457. (*alive) = 0;
  15458. return 1;
  15459. }
  15460. return 0;
  15461. }
  15462. /*==========================================
  15463. * Splash effect for skill unit 'trap type'.
  15464. * Chance triggered when damaged, timeout, or char step on it.
  15465. *------------------------------------------*/
  15466. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15467. {
  15468. struct block_list *src = va_arg(ap,struct block_list *);
  15469. struct skill_unit *unit = NULL;
  15470. int tick = va_arg(ap,int);
  15471. struct skill_unit_group *sg;
  15472. struct block_list *ss; //Skill src bl
  15473. nullpo_ret(src);
  15474. unit = (struct skill_unit *)src;
  15475. if (!unit || !unit->alive || bl->prev == NULL)
  15476. return 0;
  15477. nullpo_ret(sg = unit->group);
  15478. nullpo_ret(ss = map_id2bl(sg->src_id));
  15479. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15480. return 0;
  15481. switch (sg->unit_id) {
  15482. case UNT_B_TRAP:
  15483. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15484. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15485. break;
  15486. case UNT_SHOCKWAVE:
  15487. case UNT_SANDMAN:
  15488. case UNT_FLASHER:
  15489. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15490. break;
  15491. case UNT_GROUNDDRIFT_WIND:
  15492. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15493. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15494. break;
  15495. case UNT_GROUNDDRIFT_DARK:
  15496. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15497. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15498. break;
  15499. case UNT_GROUNDDRIFT_POISON:
  15500. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15501. sc_start2(ss,bl,SC_POISON,5,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, sg->skill_lv));
  15502. break;
  15503. case UNT_GROUNDDRIFT_WATER:
  15504. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15505. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15506. break;
  15507. case UNT_GROUNDDRIFT_FIRE:
  15508. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15509. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15510. break;
  15511. case UNT_ELECTRICSHOCKER:
  15512. if (bl->id != ss->id) {
  15513. if (status_get_mode(bl)&MD_BOSS)
  15514. break;
  15515. 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)) {
  15516. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15517. clif_fixpos(bl);
  15518. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15519. }
  15520. }
  15521. break;
  15522. case UNT_MAGENTATRAP:
  15523. case UNT_COBALTTRAP:
  15524. case UNT_MAIZETRAP:
  15525. case UNT_VERDURETRAP:
  15526. if( bl->type != BL_PC && !is_boss(bl) )
  15527. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  15528. break;
  15529. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  15530. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  15531. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  15532. break;
  15533. case UNT_FIRINGTRAP:
  15534. case UNT_ICEBOUNDTRAP:
  15535. if( src->id == bl->id ) break;
  15536. if( bl->type == BL_SKILL ) {
  15537. struct skill_unit *su = (struct skill_unit *)bl;
  15538. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15539. break;
  15540. }
  15541. case UNT_CLUSTERBOMB:
  15542. if( ss != bl )
  15543. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15544. break;
  15545. case UNT_CLAYMORETRAP:
  15546. if( src->id == bl->id ) break;
  15547. if( bl->type == BL_SKILL ) {
  15548. struct skill_unit *su = (struct skill_unit *)bl;
  15549. if (!su)
  15550. return 0;
  15551. switch(su->group->unit_id) {
  15552. case UNT_CLAYMORETRAP:
  15553. case UNT_LANDMINE:
  15554. case UNT_BLASTMINE:
  15555. case UNT_SHOCKWAVE:
  15556. case UNT_SANDMAN:
  15557. case UNT_FLASHER:
  15558. case UNT_FREEZINGTRAP:
  15559. case UNT_FIRINGTRAP:
  15560. case UNT_ICEBOUNDTRAP:
  15561. clif_changetraplook(bl, UNT_USED_TRAPS);
  15562. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15563. su->group->unit_id = UNT_USED_TRAPS;
  15564. break;
  15565. }
  15566. }
  15567. default:
  15568. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15569. break;
  15570. }
  15571. return 1;
  15572. }
  15573. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15574. {
  15575. uint16 skill_id, skill_lv;
  15576. struct skill_unit *unit;
  15577. nullpo_ret(bl);
  15578. skill_id = va_arg(ap,int);
  15579. skill_lv = va_arg(ap,int);
  15580. unit = (struct skill_unit *)bl;
  15581. if( unit == NULL || unit->group == NULL )
  15582. return 0;
  15583. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15584. return 0;
  15585. if( unit->group->skill_id == SC_MAELSTROM ) {
  15586. struct block_list *src;
  15587. if( (src = map_id2bl(unit->group->src_id)) ){
  15588. int sp = unit->group->skill_lv * skill_lv;
  15589. if( src->type == BL_PC )
  15590. sp += ((TBL_PC*)src)->status.job_level / 5;
  15591. status_heal(src, 0, sp/2, 1);
  15592. }
  15593. }
  15594. return 0;
  15595. }
  15596. /**
  15597. * Remove current enchanted element for new element
  15598. * @param bl Char
  15599. * @param type New element
  15600. */
  15601. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15602. {
  15603. struct status_change *sc;
  15604. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15605. int i;
  15606. nullpo_retv(bl);
  15607. nullpo_retv(sc= status_get_sc(bl));
  15608. if (!sc->count)
  15609. return;
  15610. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15611. if (type != scs[i] && sc->data[scs[i]])
  15612. status_change_end(bl, scs[i], INVALID_TIMER);
  15613. }
  15614. /**
  15615. * Check camouflage condition
  15616. * @param bl
  15617. * @param sce
  15618. * @return True if near wall; False otherwise
  15619. */
  15620. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15621. {
  15622. bool wall = true;
  15623. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15624. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15625. { //Check for walls.
  15626. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15627. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15628. int i;
  15629. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15630. if( i == 8 )
  15631. wall = false;
  15632. }
  15633. if( sce ) {
  15634. if( !wall ) {
  15635. if( sce->val1 < 3 ) //End cloaking.
  15636. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15637. else if( sce->val4&1 ) { //Remove wall bonus
  15638. sce->val4&=~1;
  15639. status_calc_bl(bl,SCB_SPEED);
  15640. }
  15641. } else {
  15642. if( !(sce->val4&1) ) { //Add wall speed bonus
  15643. sce->val4|=1;
  15644. status_calc_bl(bl,SCB_SPEED);
  15645. }
  15646. }
  15647. }
  15648. return wall;
  15649. }
  15650. /** Check Shadow Form on the target
  15651. * @param bl: Target
  15652. * @param damage: Damage amount
  15653. * @param hit
  15654. * @return true - in Shadow Form state; false - otherwise
  15655. */
  15656. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15657. {
  15658. struct status_change *sc;
  15659. nullpo_retr(false,bl);
  15660. if (!damage)
  15661. return false;
  15662. sc = status_get_sc(bl);
  15663. if( sc && sc->data[SC__SHADOWFORM] ) {
  15664. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15665. if( !src || src->m != bl->m ) {
  15666. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15667. return false;
  15668. }
  15669. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15670. if( src->type == BL_PC )
  15671. ((TBL_PC*)src)->shadowform_id = 0;
  15672. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15673. return false;
  15674. }
  15675. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0), 0);
  15676. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15677. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15678. if( src->type == BL_PC )
  15679. ((TBL_PC*)src)->shadowform_id = 0;
  15680. }
  15681. return true;
  15682. }
  15683. return false;
  15684. }
  15685. /**
  15686. * Check camouflage condition
  15687. * @param bl
  15688. * @param sce
  15689. * @return True if near wall; False otherwise
  15690. * @TODO: Seems wrong
  15691. */
  15692. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15693. {
  15694. bool wall = true;
  15695. if( bl->type == BL_PC ) { //Check for walls.
  15696. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15697. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15698. int i;
  15699. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15700. if( i == 8 )
  15701. wall = false;
  15702. }
  15703. if( sce ) {
  15704. if( !wall ) {
  15705. if( sce->val1 == 1 ) //End camouflage.
  15706. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15707. }
  15708. status_calc_bl(bl,SCB_SPEED);
  15709. }
  15710. return wall;
  15711. }
  15712. /**
  15713. * Initialize new skill unit for skill unit group.
  15714. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15715. * @param group Skill unit group
  15716. * @param idx
  15717. * @param x
  15718. * @param y
  15719. * @param val1
  15720. * @param val2
  15721. */
  15722. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15723. {
  15724. struct skill_unit *unit;
  15725. nullpo_retr(NULL, group);
  15726. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15727. nullpo_retr(NULL, (unit = &group->unit[idx]));
  15728. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15729. return unit;
  15730. if(!unit->alive)
  15731. group->alive_count++;
  15732. unit->bl.id = map_get_new_object_id();
  15733. unit->bl.type = BL_SKILL;
  15734. unit->bl.m = group->map;
  15735. unit->bl.x = x;
  15736. unit->bl.y = y;
  15737. unit->group = group;
  15738. unit->alive = 1;
  15739. unit->val1 = val1;
  15740. unit->val2 = val2;
  15741. // Stores new skill unit
  15742. idb_put(skillunit_db, unit->bl.id, unit);
  15743. map_addiddb(&unit->bl);
  15744. if(map_addblock(&unit->bl))
  15745. return NULL;
  15746. // Perform oninit actions
  15747. switch (group->skill_id) {
  15748. case WZ_ICEWALL:
  15749. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15750. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15751. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15752. break;
  15753. case SA_LANDPROTECTOR:
  15754. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15755. break;
  15756. case HP_BASILICA:
  15757. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15758. break;
  15759. case SC_MAELSTROM:
  15760. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15761. break;
  15762. default:
  15763. if (group->state.song_dance&0x1) //Check for dissonance.
  15764. skill_dance_overlap(unit, 1);
  15765. break;
  15766. }
  15767. clif_getareachar_skillunit(&unit->bl, unit, AREA, 0);
  15768. return unit;
  15769. }
  15770. /**
  15771. * Remove unit
  15772. * @param unit
  15773. */
  15774. int skill_delunit(struct skill_unit* unit)
  15775. {
  15776. struct skill_unit_group *group;
  15777. nullpo_ret(unit);
  15778. if( !unit->alive )
  15779. return 0;
  15780. unit->alive = 0;
  15781. nullpo_ret(group = unit->group);
  15782. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15783. skill_dance_overlap(unit, 0);
  15784. // invoke onout event
  15785. if( !unit->range )
  15786. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15787. // perform ondelete actions
  15788. switch (group->skill_id) {
  15789. case HT_ANKLESNARE:
  15790. case SC_ESCAPE:
  15791. {
  15792. struct block_list* target = map_id2bl(group->val2);
  15793. enum sc_type type = status_skill2sc(group->skill_id);
  15794. if( target )
  15795. status_change_end(target, type, INVALID_TIMER);
  15796. }
  15797. break;
  15798. case WZ_ICEWALL:
  15799. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15800. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15801. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15802. break;
  15803. case SA_LANDPROTECTOR:
  15804. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15805. break;
  15806. case HP_BASILICA:
  15807. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15808. break;
  15809. case RA_ELECTRICSHOCKER: {
  15810. struct block_list* target = map_id2bl(group->val2);
  15811. if( target )
  15812. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15813. }
  15814. break;
  15815. case SC_MAELSTROM:
  15816. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15817. break;
  15818. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15819. if( group->val2 ) { // Someone Traped
  15820. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15821. if( tsc && tsc->data[SC__MANHOLE] )
  15822. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15823. }
  15824. break;
  15825. }
  15826. clif_skill_delunit(unit);
  15827. unit->group=NULL;
  15828. map_delblock(&unit->bl); // don't free yet
  15829. map_deliddb(&unit->bl);
  15830. idb_remove(skillunit_db, unit->bl.id);
  15831. if(--group->alive_count==0)
  15832. skill_delunitgroup(group);
  15833. return 0;
  15834. }
  15835. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  15836. /// Returns the target skill_unit_group or NULL if not found.
  15837. struct skill_unit_group* skill_id2group(int group_id) {
  15838. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  15839. }
  15840. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  15841. /**
  15842. * Returns a new group_id that isn't being used in skillunit_group_db.
  15843. * Fatal error if nothing is available.
  15844. */
  15845. static int skill_get_new_group_id(void)
  15846. {
  15847. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  15848. return skill_unit_group_newid++;// available
  15849. {// find next id
  15850. int base_id = skill_unit_group_newid;
  15851. while( base_id != ++skill_unit_group_newid )
  15852. {
  15853. if( skill_unit_group_newid < MAX_SKILL )
  15854. skill_unit_group_newid = MAX_SKILL;
  15855. if( skill_id2group(skill_unit_group_newid) == NULL )
  15856. return skill_unit_group_newid++;// available
  15857. }
  15858. // full loop, nothing available
  15859. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15860. exit(1);
  15861. }
  15862. }
  15863. /**
  15864. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  15865. * @param src Object that cast the skill
  15866. * @param count How many 'cells' used that needed. Related with skill layout
  15867. * @param skill_id ID of used skill
  15868. * @param skill_lv Skill level of used skill
  15869. * @param unit_id Unit ID (look at skill_unit_db.txt)
  15870. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  15871. * @param interval Time interval
  15872. * @return skill_unit_group
  15873. */
  15874. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  15875. {
  15876. struct unit_data* ud = unit_bl2ud( src );
  15877. struct skill_unit_group* group;
  15878. int i;
  15879. if(!(skill_id && skill_lv)) return 0;
  15880. nullpo_retr(NULL, src);
  15881. nullpo_retr(NULL, ud);
  15882. // Find a free spot to store the new unit group
  15883. // TODO: Make this flexible maybe by changing this fixed array?
  15884. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15885. if(i == MAX_SKILLUNITGROUP) {
  15886. // Array is full, make room by discarding oldest group
  15887. int j = 0;
  15888. unsigned maxdiff = 0, tick = gettick();
  15889. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15890. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  15891. if(x > maxdiff){
  15892. maxdiff = x;
  15893. j = i;
  15894. }
  15895. }
  15896. skill_delunitgroup(ud->skillunit[j]);
  15897. // Since elements must have shifted, we use the last slot.
  15898. i = MAX_SKILLUNITGROUP-1;
  15899. }
  15900. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15901. group->src_id = src->id;
  15902. group->party_id = status_get_party_id(src);
  15903. group->guild_id = status_get_guild_id(src);
  15904. group->bg_id = bg_team_get_id(src);
  15905. group->group_id = skill_get_new_group_id();
  15906. group->link_group_id = 0;
  15907. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15908. group->unit_count = count;
  15909. group->alive_count = 0;
  15910. group->val1 = 0;
  15911. group->val2 = 0;
  15912. group->val3 = 0;
  15913. group->skill_id = skill_id;
  15914. group->skill_lv = skill_lv;
  15915. group->unit_id = unit_id;
  15916. group->map = src->m;
  15917. group->limit = limit;
  15918. group->interval = interval;
  15919. group->tick = gettick();
  15920. group->valstr = NULL;
  15921. ud->skillunit[i] = group;
  15922. // Stores this new group to DBMap
  15923. idb_put(skillunit_group_db, group->group_id, group);
  15924. return group;
  15925. }
  15926. /**
  15927. * Remove skill unit group
  15928. * @param group
  15929. * @param file
  15930. * @param line
  15931. * @param *func
  15932. */
  15933. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15934. {
  15935. struct block_list* src;
  15936. struct unit_data *ud;
  15937. short i, j;
  15938. int link_group_id;
  15939. if( group == NULL ) {
  15940. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15941. return 0;
  15942. }
  15943. src = map_id2bl(group->src_id);
  15944. ud = unit_bl2ud(src);
  15945. if (!src || !ud) {
  15946. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15947. return 0;
  15948. }
  15949. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15950. switch( group->skill_id ) {
  15951. case BA_DISSONANCE:
  15952. case BA_POEMBRAGI:
  15953. case BA_WHISTLE:
  15954. case BA_ASSASSINCROSS:
  15955. case BA_APPLEIDUN:
  15956. case DC_UGLYDANCE:
  15957. case DC_HUMMING:
  15958. case DC_DONTFORGETME:
  15959. case DC_FORTUNEKISS:
  15960. case DC_SERVICEFORYOU:
  15961. case NC_NEUTRALBARRIER:
  15962. case NC_STEALTHFIELD:
  15963. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15964. break;
  15965. }
  15966. }
  15967. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  15968. struct status_change* sc = status_get_sc(src);
  15969. if (sc && sc->data[SC_DANCING]) {
  15970. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15971. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15972. }
  15973. }
  15974. // End SC from the master when the skill group is deleted
  15975. i = SC_NONE;
  15976. switch (group->unit_id) {
  15977. case UNT_GOSPEL: i = SC_GOSPEL; break;
  15978. case UNT_BASILICA: i = SC_BASILICA; break;
  15979. }
  15980. if (i != SC_NONE) {
  15981. struct status_change *sc = status_get_sc(src);
  15982. if (sc && sc->data[i]) {
  15983. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  15984. status_change_end(src, (sc_type)i, INVALID_TIMER);
  15985. }
  15986. }
  15987. switch( group->skill_id ) {
  15988. case SG_SUN_WARM:
  15989. case SG_MOON_WARM:
  15990. case SG_STAR_WARM:
  15991. {
  15992. struct status_change *sc = NULL;
  15993. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15994. sc->data[SC_WARM]->val4 = 0;
  15995. status_change_end(src, SC_WARM, INVALID_TIMER);
  15996. }
  15997. }
  15998. break;
  15999. case NC_NEUTRALBARRIER:
  16000. {
  16001. struct status_change *sc = NULL;
  16002. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  16003. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  16004. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  16005. }
  16006. }
  16007. break;
  16008. case NC_STEALTHFIELD:
  16009. {
  16010. struct status_change *sc = NULL;
  16011. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16012. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16013. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16014. }
  16015. }
  16016. break;
  16017. case LG_BANDING:
  16018. {
  16019. struct status_change *sc = NULL;
  16020. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16021. sc->data[SC_BANDING]->val4 = 0;
  16022. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16023. }
  16024. }
  16025. break;
  16026. }
  16027. if (src->type==BL_PC && group->state.ammo_consume)
  16028. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16029. group->alive_count=0;
  16030. // remove all unit cells
  16031. if(group->unit != NULL)
  16032. for( i = 0; i < group->unit_count; i++ )
  16033. skill_delunit(&group->unit[i]);
  16034. // clear Talkie-box string
  16035. if( group->valstr != NULL ) {
  16036. aFree(group->valstr);
  16037. group->valstr = NULL;
  16038. }
  16039. idb_remove(skillunit_group_db, group->group_id);
  16040. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16041. group->unit = NULL;
  16042. group->group_id = 0;
  16043. group->unit_count = 0;
  16044. link_group_id = group->link_group_id;
  16045. group->link_group_id = 0;
  16046. // locate this group, swap with the last entry and delete it
  16047. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16048. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16049. j--;
  16050. if( i < MAX_SKILLUNITGROUP ) {
  16051. ud->skillunit[i] = ud->skillunit[j];
  16052. ud->skillunit[j] = NULL;
  16053. ers_free(skill_unit_ers, group);
  16054. } else
  16055. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16056. if(link_group_id) {
  16057. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16058. if(group_cur)
  16059. skill_delunitgroup(group_cur);
  16060. }
  16061. return 1;
  16062. }
  16063. /**
  16064. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16065. * @param src
  16066. */
  16067. void skill_clear_unitgroup(struct block_list *src)
  16068. {
  16069. struct unit_data *ud;
  16070. nullpo_retv(src);
  16071. nullpo_retv((ud = unit_bl2ud(src)));
  16072. while (ud->skillunit[0])
  16073. skill_delunitgroup(ud->skillunit[0]);
  16074. }
  16075. /**
  16076. * Search tickset for skill unit in skill unit group
  16077. * @param bl Block List for skill_unit
  16078. * @param group Skill unit group
  16079. * @param tick
  16080. * @return skill_unit_group_tickset if found
  16081. */
  16082. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  16083. {
  16084. int i, j = -1, s, id;
  16085. struct unit_data *ud;
  16086. struct skill_unit_group_tickset *set;
  16087. nullpo_ret(bl);
  16088. if (group->interval == -1)
  16089. return NULL;
  16090. ud = unit_bl2ud(bl);
  16091. if (!ud)
  16092. return NULL;
  16093. set = ud->skillunittick;
  16094. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  16095. id = s = group->skill_id;
  16096. else
  16097. id = s = group->group_id;
  16098. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16099. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16100. if (set[k].id == id)
  16101. return &set[k];
  16102. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16103. j=k;
  16104. }
  16105. if (j == -1) {
  16106. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16107. j = id % MAX_SKILLUNITGROUPTICKSET;
  16108. }
  16109. set[j].id = id;
  16110. set[j].tick = tick;
  16111. return &set[j];
  16112. }
  16113. /*==========================================
  16114. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16115. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16116. *------------------------------------------*/
  16117. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16118. {
  16119. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16120. struct skill_unit_group* group = NULL;
  16121. unsigned int tick = va_arg(ap,unsigned int);
  16122. nullpo_ret(unit);
  16123. if( !unit->alive || bl->prev == NULL )
  16124. return 0;
  16125. nullpo_ret(group = unit->group);
  16126. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  16127. return 0; //AoE skills are ineffective. [Skotlex]
  16128. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16129. return 0;
  16130. skill_unit_onplace_timer(unit,bl,tick);
  16131. return 1;
  16132. }
  16133. /**
  16134. * @see DBApply
  16135. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16136. */
  16137. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16138. {
  16139. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16140. struct skill_unit_group* group = NULL;
  16141. unsigned int tick = va_arg(ap,unsigned int);
  16142. bool dissonance;
  16143. struct block_list* bl = &unit->bl;
  16144. nullpo_ret(unit);
  16145. if( !unit->alive )
  16146. return 0;
  16147. nullpo_ret(group = unit->group);
  16148. // Check for expiration
  16149. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16150. {// skill unit expired (inlined from skill_unit_onlimit())
  16151. switch( group->unit_id ) {
  16152. case UNT_BLASTMINE:
  16153. #ifdef RENEWAL
  16154. case UNT_CLAYMORETRAP:
  16155. #endif
  16156. case UNT_GROUNDDRIFT_WIND:
  16157. case UNT_GROUNDDRIFT_DARK:
  16158. case UNT_GROUNDDRIFT_POISON:
  16159. case UNT_GROUNDDRIFT_WATER:
  16160. case UNT_GROUNDDRIFT_FIRE:
  16161. group->unit_id = UNT_USED_TRAPS;
  16162. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16163. group->limit=DIFF_TICK(tick+1500,group->tick);
  16164. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16165. break;
  16166. case UNT_ANKLESNARE:
  16167. case UNT_ELECTRICSHOCKER:
  16168. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16169. skill_delunit(unit);
  16170. break;
  16171. }
  16172. case UNT_SKIDTRAP:
  16173. case UNT_LANDMINE:
  16174. case UNT_SHOCKWAVE:
  16175. case UNT_SANDMAN:
  16176. case UNT_FLASHER:
  16177. case UNT_FREEZINGTRAP:
  16178. #ifndef RENEWAL
  16179. case UNT_CLAYMORETRAP:
  16180. #endif
  16181. case UNT_TALKIEBOX:
  16182. case UNT_CLUSTERBOMB:
  16183. case UNT_MAGENTATRAP:
  16184. case UNT_COBALTTRAP:
  16185. case UNT_MAIZETRAP:
  16186. case UNT_VERDURETRAP:
  16187. case UNT_FIRINGTRAP:
  16188. case UNT_ICEBOUNDTRAP:
  16189. {
  16190. struct block_list* src;
  16191. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16192. { // revert unit back into a trap
  16193. struct item item_tmp;
  16194. memset(&item_tmp,0,sizeof(item_tmp));
  16195. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16196. item_tmp.identify = 1;
  16197. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16198. }
  16199. skill_delunit(unit);
  16200. }
  16201. break;
  16202. case UNT_WARP_ACTIVE:
  16203. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16204. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16205. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16206. // restart timers
  16207. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16208. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16209. // apply effect to all units standing on it
  16210. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16211. break;
  16212. case UNT_CALLFAMILY:
  16213. {
  16214. struct map_session_data *sd = NULL;
  16215. if(group->val1) {
  16216. sd = map_charid2sd(group->val1);
  16217. group->val1 = 0;
  16218. if (sd && !map[sd->bl.m].flag.nowarp)
  16219. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16220. }
  16221. if(group->val2) {
  16222. sd = map_charid2sd(group->val2);
  16223. group->val2 = 0;
  16224. if (sd && !map[sd->bl.m].flag.nowarp)
  16225. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16226. }
  16227. skill_delunit(unit);
  16228. }
  16229. break;
  16230. case UNT_REVERBERATION:
  16231. case UNT_NETHERWORLD:
  16232. if( unit->val1 <= 0 ) { // If it was deactivated.
  16233. skill_delunit(unit);
  16234. break;
  16235. }
  16236. clif_changetraplook(bl,UNT_USED_TRAPS);
  16237. if (group->unit_id == UNT_REVERBERATION)
  16238. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16239. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16240. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16241. group->unit_id = UNT_USED_TRAPS;
  16242. break;
  16243. case UNT_FEINTBOMB: {
  16244. struct block_list *src = map_id2bl(group->src_id);
  16245. struct status_change *sc;
  16246. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  16247. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  16248. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  16249. }
  16250. skill_delunit(unit);
  16251. }
  16252. break;
  16253. case UNT_BANDING:
  16254. {
  16255. struct block_list *src = map_id2bl(group->src_id);
  16256. struct status_change *sc;
  16257. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16258. skill_delunit(unit);
  16259. break;
  16260. }
  16261. // This unit isn't removed while SC_BANDING is active.
  16262. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16263. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16264. }
  16265. break;
  16266. case UNT_B_TRAP:
  16267. {
  16268. struct block_list* src;
  16269. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16270. struct item item_tmp;
  16271. memset(&item_tmp, 0, sizeof(item_tmp));
  16272. item_tmp.nameid = group->item_id;
  16273. item_tmp.identify = 1;
  16274. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16275. }
  16276. skill_delunit(unit);
  16277. }
  16278. break;
  16279. default:
  16280. skill_delunit(unit);
  16281. }
  16282. } else {// skill unit is still active
  16283. switch( group->unit_id ) {
  16284. case UNT_ICEWALL:
  16285. // icewall loses 50 hp every second
  16286. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16287. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16288. unit->limit = DIFF_TICK(tick+700,group->tick);
  16289. break;
  16290. case UNT_BLASTMINE:
  16291. case UNT_SKIDTRAP:
  16292. case UNT_LANDMINE:
  16293. case UNT_SHOCKWAVE:
  16294. case UNT_SANDMAN:
  16295. case UNT_FLASHER:
  16296. case UNT_CLAYMORETRAP:
  16297. case UNT_FREEZINGTRAP:
  16298. case UNT_TALKIEBOX:
  16299. case UNT_ANKLESNARE:
  16300. case UNT_B_TRAP:
  16301. if( unit->val1 <= 0 ) {
  16302. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16303. skill_delunit(unit);
  16304. else {
  16305. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16306. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16307. group->unit_id = UNT_USED_TRAPS;
  16308. }
  16309. }
  16310. break;
  16311. case UNT_REVERBERATION:
  16312. case UNT_NETHERWORLD:
  16313. if (unit->val1 <= 0) {
  16314. clif_changetraplook(bl,UNT_USED_TRAPS);
  16315. if (group->unit_id == UNT_REVERBERATION)
  16316. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16317. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16318. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16319. group->unit_id = UNT_USED_TRAPS;
  16320. }
  16321. break;
  16322. case UNT_WALLOFTHORN:
  16323. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16324. skill_delunitgroup(group);
  16325. break;
  16326. }
  16327. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16328. skill_delunit(unit);
  16329. break;
  16330. case UNT_SANCTUARY:
  16331. if (group->val1 <= 0) {
  16332. skill_delunitgroup(group);
  16333. }
  16334. break;
  16335. }
  16336. }
  16337. //Don't continue if unit or even group is expired and has been deleted.
  16338. if( !group || !unit->alive )
  16339. return 0;
  16340. dissonance = skill_dance_switch(unit, 0);
  16341. if( unit->range >= 0 && group->interval != -1 )
  16342. {
  16343. if( battle_config.skill_wall_check )
  16344. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16345. else
  16346. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16347. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16348. group->unit_id = UNT_USED_TRAPS;
  16349. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16350. unit->range = -1; //Disable processed cell.
  16351. if (--group->val1 <= 0) { // number of live cells
  16352. //All tiles were processed, disable skill.
  16353. group->target_flag=BCT_NOONE;
  16354. group->bl_flag= BL_NUL;
  16355. }
  16356. }
  16357. }
  16358. if( dissonance )
  16359. skill_dance_switch(unit, 1);
  16360. return 0;
  16361. }
  16362. /*==========================================
  16363. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16364. *------------------------------------------*/
  16365. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16366. {
  16367. map_freeblock_lock();
  16368. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16369. map_freeblock_unlock();
  16370. return 0;
  16371. }
  16372. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16373. /*==========================================
  16374. * flag :
  16375. * 1 : store that skill_unit in array
  16376. * 2 : clear that skill_unit
  16377. * 4 : call_on_left
  16378. *------------------------------------------*/
  16379. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16380. {
  16381. struct skill_unit* unit = (struct skill_unit *)bl;
  16382. struct skill_unit_group* group = NULL;
  16383. struct block_list* target = va_arg(ap,struct block_list*);
  16384. unsigned int tick = va_arg(ap,unsigned int);
  16385. int flag = va_arg(ap,int);
  16386. bool dissonance;
  16387. uint16 skill_id;
  16388. int i;
  16389. nullpo_ret(unit);
  16390. nullpo_ret(target);
  16391. if( !unit->alive || target->prev == NULL )
  16392. return 0;
  16393. nullpo_ret(group = unit->group);
  16394. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  16395. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16396. dissonance = skill_dance_switch(unit, 0);
  16397. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16398. skill_id = group->skill_id;
  16399. if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16400. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16401. if( dissonance ) {
  16402. skill_dance_switch(unit, 1);
  16403. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16404. }
  16405. return 0;
  16406. }
  16407. //Target-type check.
  16408. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16409. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16410. if( flag&1 ) {
  16411. if( flag&2 ) { //Clear this skill id.
  16412. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16413. if( i < ARRAYLENGTH(skill_unit_temp) )
  16414. skill_unit_temp[i] = 0;
  16415. }
  16416. } else {
  16417. if( flag&2 ) { //Store this skill id.
  16418. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16419. if( i < ARRAYLENGTH(skill_unit_temp) )
  16420. skill_unit_temp[i] = skill_id;
  16421. else
  16422. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16423. }
  16424. }
  16425. if( flag&4 )
  16426. skill_unit_onleft(skill_id,target,tick);
  16427. }
  16428. if( dissonance )
  16429. skill_dance_switch(unit, 1);
  16430. return 0;
  16431. } else {
  16432. if( flag&1 ) {
  16433. int result = skill_unit_onplace(unit,target,tick);
  16434. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16435. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16436. if( i < ARRAYLENGTH(skill_unit_temp) )
  16437. skill_unit_temp[i] = 0;
  16438. }
  16439. } else {
  16440. int result = skill_unit_onout(unit,target,tick);
  16441. if( flag&2 && result ) { //Store this unit id.
  16442. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16443. if( i < ARRAYLENGTH(skill_unit_temp) )
  16444. skill_unit_temp[i] = skill_id;
  16445. else
  16446. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16447. }
  16448. }
  16449. //TODO: Normally, this is dangerous since the unit and group could be freed
  16450. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16451. //cells do not get deleted within them. [Skotlex]
  16452. if( dissonance )
  16453. skill_dance_switch(unit, 1);
  16454. if( flag&4 )
  16455. skill_unit_onleft(skill_id,target,tick);
  16456. return 1;
  16457. }
  16458. }
  16459. /*==========================================
  16460. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16461. * Flag values:
  16462. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16463. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16464. * units to figure out when they have left a group.
  16465. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16466. *------------------------------------------*/
  16467. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16468. {
  16469. nullpo_ret(bl);
  16470. if( bl->prev == NULL )
  16471. return 0;
  16472. if( flag&2 && !(flag&1) ) //Onout, clear data
  16473. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16474. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16475. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16476. int i;
  16477. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16478. if( skill_unit_temp[i] )
  16479. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16480. }
  16481. return 0;
  16482. }
  16483. /*==========================================
  16484. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16485. * @param bl Skill unit
  16486. * @param m Map
  16487. * @param dx
  16488. * @param dy
  16489. *------------------------------------------*/
  16490. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16491. unsigned int tick = gettick();
  16492. struct skill_unit *su;
  16493. if (bl->type != BL_SKILL)
  16494. return;
  16495. if (!(su = (struct skill_unit *)bl))
  16496. return;
  16497. if (!su->alive)
  16498. return;
  16499. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16500. return; //Ensembles may not be moved around.
  16501. if (!bl->prev) {
  16502. bl->x = dx;
  16503. bl->y = dy;
  16504. return;
  16505. }
  16506. map_moveblock(bl, dx, dy, tick);
  16507. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16508. clif_getareachar_skillunit(bl, su, AREA, 0);
  16509. return;
  16510. }
  16511. /**
  16512. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16513. * @param group Skill Group
  16514. * @param m Map
  16515. * @param dx
  16516. * @param dy
  16517. */
  16518. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16519. {
  16520. int i, j;
  16521. unsigned int tick = gettick();
  16522. int *m_flag;
  16523. struct skill_unit *unit1;
  16524. struct skill_unit *unit2;
  16525. if (group == NULL)
  16526. return;
  16527. if (group->unit_count <= 0)
  16528. return;
  16529. if (group->unit == NULL)
  16530. return;
  16531. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16532. return; //Ensembles may not be moved around.
  16533. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16534. // m_flag
  16535. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16536. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16537. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16538. // 3: Both 1+2.
  16539. for(i = 0; i < group->unit_count; i++) {
  16540. unit1 =& group->unit[i];
  16541. if (!unit1->alive || unit1->bl.m != m)
  16542. continue;
  16543. for(j = 0; j < group->unit_count; j++) {
  16544. unit2 = &group->unit[j];
  16545. if (!unit2->alive)
  16546. continue;
  16547. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16548. m_flag[i] |= 0x1;
  16549. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16550. m_flag[i] |= 0x2;
  16551. }
  16552. }
  16553. j = 0;
  16554. for (i = 0; i < group->unit_count; i++) {
  16555. unit1 = &group->unit[i];
  16556. if (!unit1->alive)
  16557. continue;
  16558. if (!(m_flag[i]&0x2)) {
  16559. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16560. skill_dance_overlap(unit1, 0);
  16561. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16562. }
  16563. //Move Cell using "smart" criteria (avoid useless moving around)
  16564. switch(m_flag[i]) {
  16565. case 0:
  16566. //Cell moves independently, safely move it.
  16567. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  16568. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16569. break;
  16570. case 1:
  16571. //Cell moves unto another cell, look for a replacement cell that won't collide
  16572. //and has no cell moving into it (flag == 2)
  16573. for(; j < group->unit_count; j++) {
  16574. int dx2, dy2;
  16575. if(m_flag[j] != 2 || !group->unit[j].alive)
  16576. continue;
  16577. //Move to where this cell would had moved.
  16578. unit2 = &group->unit[j];
  16579. dx2 = unit2->bl.x + dx - unit1->bl.x;
  16580. dy2 = unit2->bl.y + dy - unit1->bl.y;
  16581. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  16582. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16583. j++; //Skip this cell as we have used it.
  16584. break;
  16585. }
  16586. break;
  16587. case 2:
  16588. case 3:
  16589. break; //Don't move the cell as a cell will end on this tile anyway.
  16590. }
  16591. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16592. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16593. skill_dance_overlap(unit1, 1);
  16594. clif_getareachar_skillunit(&unit1->bl, unit1, AREA, 0);
  16595. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16596. }
  16597. }
  16598. aFree(m_flag);
  16599. }
  16600. /**
  16601. * Checking product requirement in player's inventory.
  16602. * Checking if player has the item or not, the amount, and the weight limit.
  16603. * @param sd Player
  16604. * @param nameid Product requested
  16605. * @param trigger Trigger criteria to match will 'ItemLv'
  16606. * @param qty Amount of item will be created
  16607. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16608. */
  16609. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16610. {
  16611. short i, j;
  16612. nullpo_ret(sd);
  16613. if (!nameid || !itemdb_exists(nameid))
  16614. return 0;
  16615. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16616. if (skill_produce_db[i].nameid == nameid) {
  16617. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16618. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16619. continue; // must iterate again to check other skills that produce it. [malufett]
  16620. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16621. continue; // special case
  16622. break;
  16623. }
  16624. }
  16625. if (i >= MAX_SKILL_PRODUCE_DB)
  16626. return 0;
  16627. // Cannot carry the produced stuff
  16628. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16629. return 0;
  16630. // Matching the requested produce list
  16631. if (trigger >= 0) {
  16632. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16633. if (skill_produce_db[i].itemlv != trigger)
  16634. return 0;
  16635. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16636. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16637. return 0;
  16638. } else { // Weapon (itemlv must be higher or equal)
  16639. if (skill_produce_db[i].itemlv > trigger)
  16640. return 0;
  16641. }
  16642. }
  16643. // Check on player's inventory
  16644. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16645. unsigned short nameid_produce;
  16646. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16647. continue;
  16648. if (skill_produce_db[i].mat_amount[j] == 0) {
  16649. if (pc_search_inventory(sd,nameid_produce) < 0)
  16650. return 0;
  16651. } else {
  16652. unsigned short idx, amt;
  16653. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16654. if (sd->status.inventory[idx].nameid == nameid_produce)
  16655. amt += sd->status.inventory[idx].amount;
  16656. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16657. return 0;
  16658. }
  16659. }
  16660. return i + 1;
  16661. }
  16662. /**
  16663. * Attempt to produce an item
  16664. * @param sd Player
  16665. * @param skill_id Skill used
  16666. * @param nameid Requested product
  16667. * @param slot1
  16668. * @param slot2
  16669. * @param slot3
  16670. * @param qty Amount of requested item
  16671. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  16672. * @return True is success, False if failed
  16673. */
  16674. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  16675. {
  16676. int slot[3];
  16677. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16678. int num = -1; // exclude the recipe
  16679. struct status_data *status;
  16680. struct item_data* data;
  16681. nullpo_ret(sd);
  16682. status = status_get_status_data(&sd->bl);
  16683. if( sd->skill_id_old == skill_id )
  16684. skill_lv = sd->skill_lv_old;
  16685. if (produce_idx == -1) {
  16686. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16687. return false;
  16688. idx--;
  16689. }
  16690. else
  16691. idx = produce_idx;
  16692. if (qty < 1)
  16693. qty = 1;
  16694. if (!skill_id) //A skill can be specified for some override cases.
  16695. skill_id = skill_produce_db[idx].req_skill;
  16696. if( skill_id == GC_RESEARCHNEWPOISON )
  16697. skill_id = GC_CREATENEWPOISON;
  16698. slot[0] = slot1;
  16699. slot[1] = slot2;
  16700. slot[2] = slot3;
  16701. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16702. short j;
  16703. if (slot[i] <= 0)
  16704. continue;
  16705. j = pc_search_inventory(sd,slot[i]);
  16706. if (j < 0)
  16707. continue;
  16708. if (slot[i] == ITEMID_STAR_CRUMB) {
  16709. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16710. sc++;
  16711. }
  16712. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  16713. static const int ele_table[4] = { 3, 1, 4, 2 };
  16714. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16715. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  16716. }
  16717. }
  16718. if (skill_id == RK_RUNEMASTERY) {
  16719. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  16720. data = itemdb_search(nameid);
  16721. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  16722. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  16723. else temp_qty = 1;
  16724. if (data->stack.inventory) {
  16725. for (i = 0; i < MAX_INVENTORY; i++) {
  16726. if (sd->status.inventory[i].nameid == nameid) {
  16727. if (sd->status.inventory[i].amount >= data->stack.amount) {
  16728. clif_msg(sd,RUNE_CANT_CREATE);
  16729. return 0;
  16730. } else {
  16731. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16732. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  16733. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16734. }
  16735. break;
  16736. }
  16737. }
  16738. }
  16739. qty = temp_qty;
  16740. }
  16741. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  16742. short id, x, j;
  16743. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  16744. continue;
  16745. num++;
  16746. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  16747. do {
  16748. int y = 0;
  16749. j = pc_search_inventory(sd,id);
  16750. if (j >= 0) {
  16751. y = sd->status.inventory[j].amount;
  16752. if (y > x)
  16753. y = x;
  16754. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16755. } else {
  16756. ShowError("skill_produce_mix: material item error\n");
  16757. return false;
  16758. }
  16759. x -= y;
  16760. } while( j >= 0 && x > 0 );
  16761. }
  16762. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  16763. wlv = itemdb_wlv(nameid);
  16764. if (!equip) {
  16765. switch (skill_id) {
  16766. case BS_IRON:
  16767. case BS_STEEL:
  16768. case BS_ENCHANTEDSTONE:
  16769. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16770. i = pc_checkskill(sd,skill_id);
  16771. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16772. switch (nameid) {
  16773. case ITEMID_IRON:
  16774. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16775. break;
  16776. case ITEMID_STEEL:
  16777. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16778. break;
  16779. case ITEMID_STAR_CRUMB:
  16780. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16781. break;
  16782. default: // Enchanted Stones
  16783. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  16784. break;
  16785. }
  16786. break;
  16787. case ASC_CDP:
  16788. make_per = (2000 + 40*status->dex + 20*status->luk);
  16789. break;
  16790. case AL_HOLYWATER:
  16791. case AB_ANCILLA:
  16792. make_per = 100000; //100% success
  16793. break;
  16794. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16795. case AM_TWILIGHT1:
  16796. case AM_TWILIGHT2:
  16797. case AM_TWILIGHT3:
  16798. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16799. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16800. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16801. if (hom_is_active(sd->hd)) {//Player got a homun
  16802. int skill;
  16803. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16804. make_per += skill*100; //+1% bonus per level
  16805. }
  16806. switch(nameid){
  16807. case ITEMID_RED_POTION:
  16808. case ITEMID_YELLOW_POTION:
  16809. case ITEMID_WHITE_POTION:
  16810. make_per += (1+rnd()%100)*10 + 2000;
  16811. break;
  16812. case ITEMID_ALCOHOL:
  16813. make_per += (1+rnd()%100)*10 + 1000;
  16814. break;
  16815. case ITEMID_FIRE_BOTTLE:
  16816. case ITEMID_ACID_BOTTLE:
  16817. case ITEMID_MAN_EATER_BOTTLE:
  16818. case ITEMID_MINI_BOTTLE:
  16819. make_per += (1+rnd()%100)*10;
  16820. break;
  16821. case ITEMID_YELLOW_SLIM_POTION:
  16822. make_per -= (1+rnd()%50)*10;
  16823. break;
  16824. case ITEMID_WHITE_SLIM_POTION:
  16825. case ITEMID_COATING_BOTTLE:
  16826. make_per -= (1+rnd()%100)*10;
  16827. break;
  16828. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  16829. case ITEMID_BLUE_POTION:
  16830. case ITEMID_RED_SLIM_POTION:
  16831. case ITEMID_ANODYNE:
  16832. case ITEMID_ALOEBERA:
  16833. default:
  16834. break;
  16835. }
  16836. if (battle_config.pp_rate != 100)
  16837. make_per = make_per * battle_config.pp_rate / 100;
  16838. break;
  16839. case SA_CREATECON: // Elemental Converter Creation
  16840. make_per = 100000; // should be 100% success rate
  16841. break;
  16842. case RK_RUNEMASTERY: {
  16843. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16844. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16845. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16846. int D = 0;
  16847. switch (nameid) { //rune rank it_diff 9 craftable rune
  16848. case ITEMID_BERKANA:
  16849. D = -2000;
  16850. break; //Rank S
  16851. case ITEMID_NAUTHIZ:
  16852. case ITEMID_URUZ:
  16853. D = -1500;
  16854. break; //Rank A
  16855. case ITEMID_ISA:
  16856. case ITEMID_WYRD:
  16857. D = -1000;
  16858. break; //Rank B
  16859. case ITEMID_RAIDO:
  16860. case ITEMID_THURISAZ:
  16861. case ITEMID_HAGALAZ:
  16862. case ITEMID_OTHILA:
  16863. D = -500;
  16864. break; //Rank C
  16865. default:
  16866. D = -1500;
  16867. break; //not specified =-15%
  16868. }
  16869. make_per = A + B + C + D;
  16870. }
  16871. break;
  16872. case GC_CREATENEWPOISON:
  16873. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16874. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16875. break;
  16876. case GN_CHANGEMATERIAL:
  16877. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16878. if (skill_changematerial_db[i].nameid == nameid) {
  16879. make_per = skill_changematerial_db[i].rate * 10;
  16880. break;
  16881. }
  16882. }
  16883. break;
  16884. case GN_S_PHARMACY:
  16885. {
  16886. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  16887. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  16888. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  16889. switch(nameid){// difficulty factor
  16890. case ITEMID_HP_INCREASE_POTION_SMALL:
  16891. case ITEMID_SP_INCREASE_POTION_SMALL:
  16892. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  16893. difficulty += 10;
  16894. break;
  16895. case ITEMID_BOMB_MUSHROOM_SPORE:
  16896. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  16897. difficulty += 15;
  16898. break;
  16899. case ITEMID_BANANA_BOMB:
  16900. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  16901. case ITEMID_SP_INCREASE_POTION_LARGE:
  16902. case ITEMID_VITATA500:
  16903. difficulty += 20;
  16904. break;
  16905. case ITEMID_SEED_OF_HORNY_PLANT:
  16906. case ITEMID_BLOODSUCK_PLANT_SEED:
  16907. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  16908. difficulty += 30;
  16909. break;
  16910. case ITEMID_HP_INCREASE_POTION_LARGE:
  16911. case ITEMID_CURE_FREE:
  16912. difficulty += 40;
  16913. break;
  16914. }
  16915. if( make_per >= 400 && make_per > difficulty)
  16916. qty = 10;
  16917. else if( make_per >= 300 && make_per > difficulty)
  16918. qty = 7;
  16919. else if( make_per >= 100 && make_per > difficulty)
  16920. qty = 6;
  16921. else if( make_per >= 1 && make_per > difficulty)
  16922. qty = 5;
  16923. else
  16924. qty = 4;
  16925. make_per = 10000;
  16926. }
  16927. break;
  16928. case GN_MAKEBOMB:
  16929. case GN_MIX_COOKING:
  16930. {
  16931. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  16932. 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)
  16933. qty = ~(5 + rnd()%5) + 1;
  16934. switch(nameid){// difficulty factor
  16935. case ITEMID_APPLE_BOMB:
  16936. difficulty += 5;
  16937. break;
  16938. case ITEMID_COCONUT_BOMB:
  16939. case ITEMID_MELON_BOMB:
  16940. difficulty += 10;
  16941. break;
  16942. case ITEMID_SAVAGE_FULL_ROAST:
  16943. case ITEMID_COCKTAIL_WARG_BLOOD:
  16944. case ITEMID_MINOR_STEW:
  16945. case ITEMID_SIROMA_ICED_TEA:
  16946. case ITEMID_DROSERA_HERB_SALAD:
  16947. case ITEMID_PETITE_TAIL_NOODLES:
  16948. case ITEMID_PINEAPPLE_BOMB:
  16949. difficulty += 15;
  16950. break;
  16951. case ITEMID_BANANA_BOMB:
  16952. difficulty += 20;
  16953. break;
  16954. }
  16955. if( make_per >= 30 && make_per > difficulty)
  16956. qty = 10 + rnd()%2;
  16957. else if( make_per >= 10 && make_per > difficulty)
  16958. qty = 10;
  16959. else if( make_per == 10 && make_per > difficulty)
  16960. qty = 8;
  16961. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  16962. ;// Food/Bomb creation fails.
  16963. else if( make_per >= 30 && make_per < difficulty)
  16964. qty = 5;
  16965. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  16966. qty = ~qty + 1;
  16967. make_per = 0;
  16968. }
  16969. else
  16970. make_per = 10000;
  16971. qty = (skill_lv > 1 ? qty : 1);
  16972. }
  16973. break;
  16974. default:
  16975. if (sd->menuskill_id == AM_PHARMACY &&
  16976. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16977. { //Assume Cooking Dish
  16978. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16979. make_per = 10000; //100% Success
  16980. else
  16981. make_per = 1200 * (sd->menuskill_val - 10)
  16982. + 20 * (sd->status.base_level + 1)
  16983. + 20 * (status->dex + 1)
  16984. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16985. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16986. - 10 * (100 - status->luk + 1)
  16987. - 500 * (num - 1)
  16988. - 100 * (rnd()%4 + 1);
  16989. break;
  16990. }
  16991. make_per = 5000;
  16992. break;
  16993. }
  16994. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16995. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16996. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16997. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  16998. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  16999. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  17000. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  17001. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  17002. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  17003. if (battle_config.wp_rate != 100)
  17004. make_per = make_per * battle_config.wp_rate / 100;
  17005. }
  17006. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  17007. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  17008. if (make_per < 1) make_per = 1;
  17009. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  17010. struct item tmp_item;
  17011. memset(&tmp_item,0,sizeof(tmp_item));
  17012. tmp_item.nameid = nameid;
  17013. tmp_item.amount = 1;
  17014. tmp_item.identify = 1;
  17015. if (equip) {
  17016. tmp_item.card[0] = CARD0_FORGE;
  17017. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17018. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17019. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17020. } else {
  17021. //Flag is only used on the end, so it can be used here. [Skotlex]
  17022. switch (skill_id) {
  17023. case BS_DAGGER:
  17024. case BS_SWORD:
  17025. case BS_TWOHANDSWORD:
  17026. case BS_AXE:
  17027. case BS_MACE:
  17028. case BS_KNUCKLE:
  17029. case BS_SPEAR:
  17030. flag = battle_config.produce_item_name_input&0x1;
  17031. break;
  17032. case AM_PHARMACY:
  17033. case AM_TWILIGHT1:
  17034. case AM_TWILIGHT2:
  17035. case AM_TWILIGHT3:
  17036. flag = battle_config.produce_item_name_input&0x2;
  17037. break;
  17038. case AL_HOLYWATER:
  17039. case AB_ANCILLA:
  17040. flag = battle_config.produce_item_name_input&0x8;
  17041. break;
  17042. case ASC_CDP:
  17043. flag = battle_config.produce_item_name_input&0x10;
  17044. break;
  17045. default:
  17046. flag = battle_config.produce_item_name_input&0x80;
  17047. break;
  17048. }
  17049. if (flag) {
  17050. tmp_item.card[0] = CARD0_CREATE;
  17051. tmp_item.card[1] = 0;
  17052. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17053. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17054. }
  17055. }
  17056. // if(log_config.produce > 0)
  17057. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17058. //TODO update PICKLOG
  17059. if (equip) {
  17060. clif_produceeffect(sd,0,nameid);
  17061. clif_misceffect(&sd->bl,3);
  17062. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17063. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17064. } else {
  17065. int fame = 0;
  17066. tmp_item.amount = 0;
  17067. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17068. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17069. tmp_item.amount = qty;
  17070. break;
  17071. }
  17072. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17073. tmp_item.amount++;
  17074. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17075. continue;
  17076. if (skill_id != AM_PHARMACY &&
  17077. skill_id != AM_TWILIGHT1 &&
  17078. skill_id != AM_TWILIGHT2 &&
  17079. skill_id != AM_TWILIGHT3)
  17080. continue;
  17081. //Add fame as needed.
  17082. switch(++sd->potion_success_counter) {
  17083. case 3:
  17084. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17085. break;
  17086. case 5:
  17087. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17088. break;
  17089. case 7:
  17090. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17091. break;
  17092. case 10:
  17093. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17094. sd->potion_success_counter = 0;
  17095. break;
  17096. }
  17097. } else //Failure
  17098. sd->potion_success_counter = 0;
  17099. }
  17100. if (fame)
  17101. pc_addfame(sd,fame);
  17102. //Visual effects and the like.
  17103. switch (skill_id) {
  17104. case AM_PHARMACY:
  17105. case AM_TWILIGHT1:
  17106. case AM_TWILIGHT2:
  17107. case AM_TWILIGHT3:
  17108. case ASC_CDP:
  17109. case GC_CREATENEWPOISON:
  17110. clif_produceeffect(sd,2,nameid);
  17111. clif_misceffect(&sd->bl,5);
  17112. break;
  17113. case BS_IRON:
  17114. case BS_STEEL:
  17115. case BS_ENCHANTEDSTONE:
  17116. clif_produceeffect(sd,0,nameid);
  17117. clif_misceffect(&sd->bl,3);
  17118. break;
  17119. case RK_RUNEMASTERY:
  17120. clif_produceeffect(sd,4,nameid);
  17121. clif_misceffect(&sd->bl,5);
  17122. break;
  17123. default: //Those that don't require a skill?
  17124. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17125. clif_specialeffect(&sd->bl, 608, AREA);
  17126. if (sd->cook_mastery < 1999)
  17127. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17128. }
  17129. break;
  17130. }
  17131. }
  17132. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17133. int j, k = 0, l;
  17134. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17135. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17136. if (skill_changematerial_db[i].nameid == nameid){
  17137. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17138. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17139. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17140. tmp_item.amount = (isStackable ? total_qty : 1);
  17141. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17142. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17143. clif_additem(sd,0,0,flag);
  17144. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17145. }
  17146. }
  17147. k++;
  17148. }
  17149. }
  17150. break;
  17151. }
  17152. }
  17153. if (k) {
  17154. clif_produceeffect(sd,6,nameid);
  17155. clif_misceffect(&sd->bl,5);
  17156. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17157. return true;
  17158. }
  17159. } else if (tmp_item.amount) { //Success
  17160. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17161. clif_additem(sd,0,0,flag);
  17162. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17163. }
  17164. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17165. clif_produceeffect(sd,6,nameid);
  17166. clif_misceffect(&sd->bl,5);
  17167. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17168. }
  17169. return true;
  17170. }
  17171. }
  17172. //Failure
  17173. // if(log_config.produce)
  17174. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17175. //TODO update PICKLOG
  17176. if (equip) {
  17177. clif_produceeffect(sd,1,nameid);
  17178. clif_misceffect(&sd->bl,2);
  17179. } else {
  17180. switch (skill_id) {
  17181. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17182. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17183. case AM_PHARMACY:
  17184. case AM_TWILIGHT1:
  17185. case AM_TWILIGHT2:
  17186. case AM_TWILIGHT3:
  17187. case GC_CREATENEWPOISON:
  17188. clif_produceeffect(sd,3,nameid);
  17189. clif_misceffect(&sd->bl,6);
  17190. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17191. break;
  17192. case BS_IRON:
  17193. case BS_STEEL:
  17194. case BS_ENCHANTEDSTONE:
  17195. clif_produceeffect(sd,1,nameid);
  17196. clif_misceffect(&sd->bl,2);
  17197. break;
  17198. case RK_RUNEMASTERY:
  17199. clif_produceeffect(sd,5,nameid);
  17200. clif_misceffect(&sd->bl,6);
  17201. break;
  17202. case GN_MIX_COOKING:
  17203. {
  17204. struct item tmp_item;
  17205. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17206. int rate = rnd()%500;
  17207. memset(&tmp_item,0,sizeof(tmp_item));
  17208. if (rate < 50) i = 4;
  17209. else if (rate < 100) i = 2+rnd()%1;
  17210. else if (rate < 250) i = 1;
  17211. else if (rate < 500) i = 0;
  17212. tmp_item.nameid = compensation[i];
  17213. tmp_item.amount = qty;
  17214. tmp_item.identify = 1;
  17215. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17216. clif_additem(sd,0,0,flag);
  17217. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17218. }
  17219. clif_produceeffect(sd,7,nameid);
  17220. clif_misceffect(&sd->bl,6);
  17221. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17222. }
  17223. break;
  17224. case GN_MAKEBOMB:
  17225. case GN_S_PHARMACY:
  17226. case GN_CHANGEMATERIAL:
  17227. clif_produceeffect(sd,7,nameid);
  17228. clif_misceffect(&sd->bl,6);
  17229. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17230. break;
  17231. default:
  17232. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17233. clif_specialeffect(&sd->bl, 609, AREA);
  17234. if (sd->cook_mastery > 0)
  17235. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17236. }
  17237. break;
  17238. }
  17239. }
  17240. return false;
  17241. }
  17242. /**
  17243. * Attempt to create arrow by specified material
  17244. * @param sd Player
  17245. * @param nameid Item ID of material
  17246. * @return True if created, False is failed
  17247. */
  17248. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17249. {
  17250. short i, j, idx = -1;
  17251. struct item tmp_item;
  17252. nullpo_ret(sd);
  17253. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17254. return false;
  17255. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17256. if (nameid == skill_arrow_db[i].nameid) {
  17257. idx = i;
  17258. break;
  17259. }
  17260. }
  17261. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17262. return false;
  17263. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17264. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17265. char flag = 0;
  17266. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17267. continue;
  17268. memset(&tmp_item,0,sizeof(tmp_item));
  17269. tmp_item.identify = 1;
  17270. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17271. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17272. if (battle_config.produce_item_name_input&0x4) {
  17273. tmp_item.card[0] = CARD0_CREATE;
  17274. tmp_item.card[1] = 0;
  17275. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17276. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17277. }
  17278. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17279. clif_additem(sd,0,0,flag);
  17280. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17281. }
  17282. }
  17283. return true;
  17284. }
  17285. /**
  17286. * Enchant weapon with poison
  17287. * @param sd Player
  17288. * @nameid Item ID of poison type
  17289. */
  17290. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17291. {
  17292. sc_type type;
  17293. int chance, i, val4 = 0;
  17294. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17295. char output[CHAT_SIZE_MAX];
  17296. const char *msg;
  17297. nullpo_ret(sd);
  17298. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17299. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17300. return 0;
  17301. }
  17302. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17303. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17304. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17305. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17306. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  17307. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17308. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  17309. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  17310. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17311. default:
  17312. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17313. return 0;
  17314. }
  17315. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17316. 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
  17317. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17318. sprintf(output, msg_txt(sd,721), msg);
  17319. clif_colormes(sd->fd,color_table[COLOR_WHITE],output);
  17320. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17321. clif_msg(sd,msg);
  17322. #endif*/
  17323. return 0;
  17324. }
  17325. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17326. {
  17327. struct status_change *sc = status_get_sc(bl);
  17328. // non-offensive and non-magic skills do not affect the status
  17329. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17330. return;
  17331. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17332. if (sc->data[SC_MAGICPOWER]->val4) {
  17333. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17334. } else {
  17335. sc->data[SC_MAGICPOWER]->val4 = 1;
  17336. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17337. #ifndef RENEWAL
  17338. if(bl->type == BL_PC){// update current display.
  17339. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17340. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17341. }
  17342. #endif
  17343. }
  17344. }
  17345. }
  17346. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17347. int x, y, i, class_, skill;
  17348. struct mob_data *md;
  17349. nullpo_ret(sd);
  17350. skill = sd->menuskill_val;
  17351. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17352. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17353. return 0;
  17354. }
  17355. // Spawn Position
  17356. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17357. x = sd->sc.comet_x;
  17358. y = sd->sc.comet_y;
  17359. sd->sc.comet_x = sd->sc.comet_y = 0;
  17360. sd->menuskill_val = 0;
  17361. // Item picked decides the mob class
  17362. switch(nameid) {
  17363. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17364. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17365. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17366. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17367. default:
  17368. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17369. return 0;
  17370. }
  17371. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17372. if( md ) {
  17373. struct unit_data *ud = unit_bl2ud(&md->bl);
  17374. md->master_id = sd->bl.id;
  17375. md->special_state.ai = AI_FAW;
  17376. if(ud) {
  17377. ud->skill_id = NC_MAGICDECOY;
  17378. ud->skill_lv = skill;
  17379. }
  17380. if( md->deletetimer != INVALID_TIMER )
  17381. delete_timer(md->deletetimer, mob_timer_delete);
  17382. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17383. mob_spawn(md);
  17384. }
  17385. return 0;
  17386. }
  17387. // Warlock Spellbooks. [LimitLine/3CeAM]
  17388. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  17389. int i, max_preserve, skill_id, point;
  17390. struct status_change *sc;
  17391. nullpo_retv(sd);
  17392. sc = status_get_sc(&sd->bl);
  17393. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17394. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17395. if( sc && !sc->data[i] )
  17396. break;
  17397. }
  17398. if( i > SC_MAXSPELLBOOK ) {
  17399. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17400. return;
  17401. }
  17402. if (!skill_spellbook_count)
  17403. return;
  17404. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17405. if( i == MAX_SKILL_SPELLBOOK_DB )
  17406. return;
  17407. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17408. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17409. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17410. return;
  17411. }
  17412. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17413. point = skill_spellbook_db[i].point;
  17414. if( sc && sc->data[SC_FREEZE_SP] ) {
  17415. if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
  17416. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17417. return;
  17418. }
  17419. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17420. if( !sc->data[i] ){
  17421. sc->data[SC_FREEZE_SP]->val2 += point; // increase points
  17422. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17423. break;
  17424. }
  17425. }
  17426. } else {
  17427. sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
  17428. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17429. }
  17430. // Reading Spell Book SP cost same as the sealed spell.
  17431. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17432. }
  17433. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17434. int lv, prob, aslvl = 0;
  17435. uint16 id, sk_idx = 0;
  17436. nullpo_ret(sd);
  17437. if (sd->sc.data[SC_STOP]) {
  17438. aslvl = sd->sc.data[SC_STOP]->val1;
  17439. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17440. }
  17441. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17442. return 0;
  17443. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  17444. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17445. return 0;
  17446. }
  17447. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17448. lv = min(lv,sd->status.skill[sk_idx].lv);
  17449. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17450. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17451. return 0;
  17452. }
  17453. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17454. int i;
  17455. nullpo_ret(sd);
  17456. nullpo_ret(item_list);
  17457. if( n <= 0 )
  17458. return 1;
  17459. for( i = 0; i < n; i++ ) {
  17460. unsigned short nameid;
  17461. int add_amount, del_amount, idx, product;
  17462. struct item tmp_item;
  17463. idx = item_list[i*2+0]-2;
  17464. del_amount = item_list[i*2+1];
  17465. if( skill_lv == 2 )
  17466. del_amount -= (del_amount % 10);
  17467. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17468. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17469. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17470. return 1;
  17471. }
  17472. switch( nameid ) {
  17473. // Level 1
  17474. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17475. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17476. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17477. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17478. // Level 2
  17479. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17480. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17481. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17482. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17483. default:
  17484. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17485. return 1;
  17486. }
  17487. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17488. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17489. return 1;
  17490. }
  17491. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17492. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17493. return 1;
  17494. }
  17495. memset(&tmp_item,0,sizeof(tmp_item));
  17496. tmp_item.nameid = product;
  17497. tmp_item.amount = add_amount;
  17498. tmp_item.identify = 1;
  17499. if( tmp_item.amount ) {
  17500. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17501. if( flag != 0 ) {
  17502. clif_additem(sd,0,0,flag);
  17503. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17504. }
  17505. }
  17506. }
  17507. return 0;
  17508. }
  17509. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17510. int i, j, k, c, p = 0, amount;
  17511. unsigned short nameid;
  17512. nullpo_ret(sd);
  17513. nullpo_ret(item_list);
  17514. // Search for objects that can be created.
  17515. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17516. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17517. p = 0;
  17518. do {
  17519. c = 0;
  17520. // Verification of overlap between the objects required and the list submitted.
  17521. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17522. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17523. for( k = 0; k < n; k++ ) {
  17524. int idx = item_list[k*2+0]-2;
  17525. nameid = sd->status.inventory[idx].nameid;
  17526. amount = item_list[k*2+1];
  17527. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17528. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17529. return 0;
  17530. }
  17531. 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]
  17532. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17533. c++; // match
  17534. }
  17535. }
  17536. else
  17537. break; // No more items required
  17538. }
  17539. p++;
  17540. } while(n == j && c == n);
  17541. p--;
  17542. if ( p > 0 ) {
  17543. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  17544. return 1;
  17545. }
  17546. }
  17547. }
  17548. if( p == 0)
  17549. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17550. return 0;
  17551. }
  17552. /**
  17553. * For Royal Guard's LG_TRAMPLE
  17554. */
  17555. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17556. {
  17557. struct skill_unit *su = (struct skill_unit *)bl;
  17558. struct skill_unit_group *sg = NULL;
  17559. unsigned int tick;
  17560. nullpo_ret(su);
  17561. tick = va_arg(ap, unsigned int);
  17562. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17563. switch( sg->unit_id ) {
  17564. case UNT_CLAYMORETRAP:
  17565. case UNT_FIRINGTRAP:
  17566. case UNT_ICEBOUNDTRAP:
  17567. 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);
  17568. break;
  17569. case UNT_LANDMINE:
  17570. case UNT_BLASTMINE:
  17571. case UNT_SHOCKWAVE:
  17572. case UNT_SANDMAN:
  17573. case UNT_FLASHER:
  17574. case UNT_FREEZINGTRAP:
  17575. case UNT_CLUSTERBOMB:
  17576. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17577. break;
  17578. }
  17579. // Traps aren't recovered.
  17580. skill_delunit(su);
  17581. }
  17582. return 0;
  17583. }
  17584. /*==========================================
  17585. *
  17586. *------------------------------------------*/
  17587. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17588. int i;
  17589. nullpo_retr(-1, sd);
  17590. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17591. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17592. }
  17593. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17594. struct map_session_data *sd = map_id2sd(id);
  17595. int i = (int)data;
  17596. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17597. return 0;
  17598. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17599. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17600. return 0;
  17601. }
  17602. aFree(sd->scd[i]);
  17603. sd->scd[i] = NULL;
  17604. return 1;
  17605. }
  17606. /**
  17607. * Flags a singular skill as being blocked from persistent usage.
  17608. * @param sd the player the skill delay affects
  17609. * @param skill_id the skill which should be delayed
  17610. * @param tick the length of time the delay should last
  17611. * @param load whether this assignment is being loaded upon player login
  17612. * @return 0 if successful, -1 otherwise
  17613. */
  17614. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17615. int i;
  17616. nullpo_retr(-1, sd);
  17617. if (!skill_id || tick < 1)
  17618. return -1;
  17619. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17620. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17621. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17622. aFree(sd->scd[i]);
  17623. sd->scd[i] = NULL;
  17624. }
  17625. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17626. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17627. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17628. sd->scd[i]->skill_id = skill_id;
  17629. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17630. if (battle_config.display_status_timers && tick > 0)
  17631. clif_skill_cooldown(sd, skill_id, tick);
  17632. return 1;
  17633. } else {
  17634. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17635. return 0;
  17636. }
  17637. }
  17638. int skill_blockpc_clear(struct map_session_data *sd) {
  17639. int i;
  17640. nullpo_ret(sd);
  17641. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17642. if (!sd->scd[i])
  17643. continue;
  17644. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17645. aFree(sd->scd[i]);
  17646. sd->scd[i] = NULL;
  17647. }
  17648. return 1;
  17649. }
  17650. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17651. {
  17652. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17653. if (data <= 0 || data >= SKILL_MAX_DB())
  17654. return 0;
  17655. if (hd)
  17656. hd->blockskill[data] = 0;
  17657. return 1;
  17658. }
  17659. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17660. {
  17661. uint16 idx = skill_get_index(skill_id);
  17662. nullpo_retr(-1, hd);
  17663. if (!idx)
  17664. return -1;
  17665. if (tick < 1) {
  17666. hd->blockskill[idx] = 0;
  17667. return -1;
  17668. }
  17669. hd->blockskill[idx] = 1;
  17670. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17671. }
  17672. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17673. {
  17674. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17675. if( data <= 0 || data >= SKILL_MAX_DB() )
  17676. return 0;
  17677. if( md )
  17678. md->blockskill[data] = 0;
  17679. return 1;
  17680. }
  17681. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17682. {
  17683. uint16 idx = skill_get_index(skill_id);
  17684. nullpo_retr(-1, md);
  17685. if( !idx )
  17686. return -1;
  17687. if( tick < 1 ) {
  17688. md->blockskill[idx] = 0;
  17689. return -1;
  17690. }
  17691. md->blockskill[idx] = 1;
  17692. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17693. }
  17694. /**
  17695. * Adds a new skill unit entry for this player to recast after map load
  17696. * @param sd: Player
  17697. * @param skill_id: Skill ID to save
  17698. * @param skill_lv: Skill level to save
  17699. */
  17700. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  17701. {
  17702. struct skill_usave *sus = NULL;
  17703. if (idb_exists(skillusave_db,sd->status.char_id))
  17704. idb_remove(skillusave_db,sd->status.char_id);
  17705. CREATE(sus, struct skill_usave, 1);
  17706. idb_put(skillusave_db, sd->status.char_id, sus);
  17707. sus->skill_id = skill_id;
  17708. sus->skill_lv = skill_lv;
  17709. }
  17710. /**
  17711. * Loads saved skill unit entries for this player after map load
  17712. * @param sd: Player
  17713. */
  17714. void skill_usave_trigger(struct map_session_data *sd)
  17715. {
  17716. struct skill_usave *sus = NULL;
  17717. struct skill_unit_group *group = NULL;
  17718. if (!(sus = idb_get(skillusave_db,sd->status.char_id)))
  17719. return;
  17720. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  17721. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  17722. 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));
  17723. idb_remove(skillusave_db, sd->status.char_id);
  17724. }
  17725. /*
  17726. *
  17727. */
  17728. int skill_split_str (char *str, char **val, int num)
  17729. {
  17730. int i;
  17731. for( i = 0; i < num && str; i++ ) {
  17732. val[i] = str;
  17733. str = strchr(str,',');
  17734. if( str )
  17735. *str++ = 0;
  17736. }
  17737. return i;
  17738. }
  17739. /**
  17740. * Split the string with ':' as separator and put each value for a skilllv
  17741. * if no more value found put the latest to fill the array
  17742. * @param str : string to split
  17743. * @param val : array of MAX_SKILL_LEVEL to put value into
  17744. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  17745. */
  17746. int skill_split_atoi (char *str, int *val)
  17747. {
  17748. int i, j, step = 1;
  17749. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  17750. if (!str) break;
  17751. val[i] = atoi(str);
  17752. str = strchr(str,':');
  17753. if (str)
  17754. *str++=0;
  17755. }
  17756. if(i==0) //No data found.
  17757. return 0;
  17758. if(i==1) { //Single value, have the whole range have the same value.
  17759. for (; i < MAX_SKILL_LEVEL; i++)
  17760. val[i] = val[i-1];
  17761. return i;
  17762. }
  17763. //Check for linear change with increasing steps until we reach half of the data acquired.
  17764. for (step = 1; step <= i/2; step++) {
  17765. int diff = val[i-1] - val[i-step-1];
  17766. for(j = i-1; j >= step; j--)
  17767. if ((val[j]-val[j-step]) != diff)
  17768. break;
  17769. if (j>=step) //No match, try next step.
  17770. continue;
  17771. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17772. val[i] = val[i-step]+diff;
  17773. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17774. { val[i] = 1; diff = 0; step = 1; }
  17775. }
  17776. return i;
  17777. }
  17778. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17779. for (;i<MAX_SKILL_LEVEL; i++)
  17780. val[i] = val[i-1];
  17781. return i;
  17782. }
  17783. /*
  17784. *
  17785. */
  17786. void skill_init_unit_layout (void) {
  17787. int i,j,pos = 0;
  17788. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17789. // standard square layouts go first
  17790. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17791. int size = i*2+1;
  17792. skill_unit_layout[i].count = size*size;
  17793. for (j=0; j<size*size; j++) {
  17794. skill_unit_layout[i].dx[j] = (j%size-i);
  17795. skill_unit_layout[i].dy[j] = (j/size-i);
  17796. }
  17797. }
  17798. // afterwards add special ones
  17799. pos = i;
  17800. for (i = 0; i < SKILL_MAX_DB(); i++) {
  17801. uint16 skill_id = 0;
  17802. if (!skill_db[i])
  17803. continue;
  17804. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  17805. continue;
  17806. skill_id = skill_idx2id(i);
  17807. if( skill_id == EL_FIRE_MANTLE ) {
  17808. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17809. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17810. skill_unit_layout[pos].count = 8;
  17811. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17812. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17813. } else {
  17814. switch (skill_id) {
  17815. case MG_FIREWALL:
  17816. case WZ_ICEWALL:
  17817. case WL_EARTHSTRAIN:
  17818. case RL_FIRE_RAIN:
  17819. // these will be handled later
  17820. break;
  17821. case PR_SANCTUARY:
  17822. case NPC_EVILLAND: {
  17823. static const int dx[] = {
  17824. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17825. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17826. static const int dy[]={
  17827. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17828. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17829. skill_unit_layout[pos].count = 21;
  17830. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17831. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17832. }
  17833. break;
  17834. case PR_MAGNUS: {
  17835. static const int dx[] = {
  17836. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17837. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17838. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17839. static const int dy[] = {
  17840. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17841. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17842. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17843. skill_unit_layout[pos].count = 33;
  17844. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17845. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17846. }
  17847. break;
  17848. case AS_VENOMDUST: {
  17849. static const int dx[] = {-1, 0, 0, 0, 1};
  17850. static const int dy[] = { 0,-1, 0, 1, 0};
  17851. skill_unit_layout[pos].count = 5;
  17852. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17853. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17854. }
  17855. break;
  17856. case CR_GRANDCROSS:
  17857. case NPC_GRANDDARKNESS: {
  17858. static const int dx[] = {
  17859. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  17860. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  17861. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  17862. static const int dy[] = {
  17863. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  17864. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  17865. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  17866. skill_unit_layout[pos].count = 29;
  17867. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17868. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17869. }
  17870. break;
  17871. case PF_FOGWALL: {
  17872. static const int dx[] = {
  17873. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17874. static const int dy[] = {
  17875. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  17876. skill_unit_layout[pos].count = 15;
  17877. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17878. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17879. }
  17880. break;
  17881. case PA_GOSPEL: {
  17882. static const int dx[] = {
  17883. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17884. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17885. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  17886. -1, 0, 1};
  17887. static const int dy[] = {
  17888. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17889. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17890. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  17891. 3, 3, 3};
  17892. skill_unit_layout[pos].count = 33;
  17893. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17894. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17895. }
  17896. break;
  17897. case NJ_KAENSIN: {
  17898. 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};
  17899. 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};
  17900. skill_unit_layout[pos].count = 24;
  17901. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17902. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17903. }
  17904. break;
  17905. case NJ_TATAMIGAESHI: {
  17906. //Level 1 (count 4, cross of 3x3)
  17907. static const int dx1[] = {-1, 1, 0, 0};
  17908. static const int dy1[] = { 0, 0,-1, 1};
  17909. //Level 2-3 (count 8, cross of 5x5)
  17910. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  17911. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  17912. //Level 4-5 (count 12, cross of 7x7
  17913. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  17914. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  17915. //lv1
  17916. j = 0;
  17917. skill_unit_layout[pos].count = 4;
  17918. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  17919. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  17920. skill_db[i]->unit_layout_type[j] = pos;
  17921. //lv2/3
  17922. j++;
  17923. pos++;
  17924. skill_unit_layout[pos].count = 8;
  17925. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  17926. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  17927. skill_db[i]->unit_layout_type[j] = pos;
  17928. skill_db[i]->unit_layout_type[++j] = pos;
  17929. //lv4/5
  17930. j++;
  17931. pos++;
  17932. skill_unit_layout[pos].count = 12;
  17933. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  17934. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  17935. skill_db[i]->unit_layout_type[j] = pos;
  17936. skill_db[i]->unit_layout_type[++j] = pos;
  17937. //Fill in the rest using lv 5.
  17938. for (;j<MAX_SKILL_LEVEL;j++)
  17939. skill_db[i]->unit_layout_type[j] = pos;
  17940. //Skip, this way the check below will fail and continue to the next skill.
  17941. pos++;
  17942. }
  17943. break;
  17944. case GN_WALLOFTHORN: {
  17945. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  17946. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  17947. skill_unit_layout[pos].count = 16;
  17948. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17949. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17950. }
  17951. break;
  17952. default:
  17953. ShowError("unknown unit layout at skill %d\n",i);
  17954. break;
  17955. }
  17956. }
  17957. if (!skill_unit_layout[pos].count)
  17958. continue;
  17959. for (j=0;j<MAX_SKILL_LEVEL;j++)
  17960. skill_db[i]->unit_layout_type[j] = pos;
  17961. pos++;
  17962. }
  17963. // firewall and icewall have 8 layouts (direction-dependent)
  17964. firewall_unit_pos = pos;
  17965. for (i=0;i<8;i++) {
  17966. if (i&1) {
  17967. skill_unit_layout[pos].count = 5;
  17968. if (i&0x2) {
  17969. int dx[] = {-1,-1, 0, 0, 1};
  17970. int dy[] = { 1, 0, 0,-1,-1};
  17971. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17972. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17973. } else {
  17974. int dx[] = { 1, 1 ,0, 0,-1};
  17975. int dy[] = { 1, 0, 0,-1,-1};
  17976. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17977. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17978. }
  17979. } else {
  17980. skill_unit_layout[pos].count = 3;
  17981. if (i%4==0) {
  17982. int dx[] = {-1, 0, 1};
  17983. int dy[] = { 0, 0, 0};
  17984. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17985. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17986. } else {
  17987. int dx[] = { 0, 0, 0};
  17988. int dy[] = {-1, 0, 1};
  17989. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17990. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17991. }
  17992. }
  17993. pos++;
  17994. }
  17995. icewall_unit_pos = pos;
  17996. for (i=0;i<8;i++) {
  17997. skill_unit_layout[pos].count = 5;
  17998. if (i&1) {
  17999. if (i&0x2) {
  18000. int dx[] = {-2,-1, 0, 1, 2};
  18001. int dy[] = { 2, 1, 0,-1,-2};
  18002. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18003. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18004. } else {
  18005. int dx[] = { 2, 1 ,0,-1,-2};
  18006. int dy[] = { 2, 1, 0,-1,-2};
  18007. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18008. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18009. }
  18010. } else {
  18011. if (i%4==0) {
  18012. int dx[] = {-2,-1, 0, 1, 2};
  18013. int dy[] = { 0, 0, 0, 0, 0};
  18014. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18015. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18016. } else {
  18017. int dx[] = { 0, 0, 0, 0, 0};
  18018. int dy[] = {-2,-1, 0, 1, 2};
  18019. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18020. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18021. }
  18022. }
  18023. pos++;
  18024. }
  18025. earthstrain_unit_pos = pos;
  18026. for( i = 0; i < 8; i++ )
  18027. { // For each Direction
  18028. skill_unit_layout[pos].count = 15;
  18029. switch( i )
  18030. {
  18031. case 0: case 1: case 3: case 4: case 5: case 7:
  18032. {
  18033. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18034. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18035. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18036. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18037. }
  18038. break;
  18039. case 2:
  18040. case 6:
  18041. {
  18042. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18043. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18044. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18045. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18046. }
  18047. break;
  18048. }
  18049. pos++;
  18050. }
  18051. firerain_unit_pos = pos;
  18052. for( i = 0; i < 8; i++ ) {
  18053. skill_unit_layout[pos].count = 3;
  18054. switch( i ) {
  18055. case 0: case 1: case 3: case 4: case 5: case 7:
  18056. {
  18057. static const int dx[] = {-1, 0, 1};
  18058. static const int dy[] = { 0, 0, 0};
  18059. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18060. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18061. }
  18062. break;
  18063. case 2:
  18064. case 6:
  18065. {
  18066. static const int dx[] = { 0, 0, 0};
  18067. static const int dy[] = {-1, 0, 1};
  18068. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18069. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18070. }
  18071. break;
  18072. }
  18073. pos++;
  18074. }
  18075. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18076. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18077. }
  18078. void skill_init_nounit_layout (void) {
  18079. int i, pos = 0;
  18080. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18081. overbrand_nounit_pos = pos;
  18082. for( i = 0; i < 8; i++ ) {
  18083. if( i&1 ) {
  18084. skill_nounit_layout[pos].count = 33;
  18085. if( i&2 ) {
  18086. if( i&4 ) { // 7
  18087. 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};
  18088. 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};
  18089. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18090. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18091. } else { // 3
  18092. 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};
  18093. 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};
  18094. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18095. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18096. }
  18097. } else {
  18098. if( i&4 ) { // 5
  18099. 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};
  18100. 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};
  18101. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18102. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18103. } else { // 1
  18104. 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};
  18105. 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};
  18106. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18107. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18108. }
  18109. }
  18110. } else {
  18111. skill_nounit_layout[pos].count = 21;
  18112. if( i&2 ) {
  18113. if( i&4 ) { // 6
  18114. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18115. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18116. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18117. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18118. } else { // 2
  18119. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18120. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18121. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18122. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18123. }
  18124. } else {
  18125. if( i&4 ) { // 4
  18126. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18127. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18128. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18129. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18130. } else { // 0
  18131. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18132. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18133. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18134. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18135. }
  18136. }
  18137. }
  18138. pos++;
  18139. }
  18140. overbrand_brandish_nounit_pos = pos;
  18141. for( i = 0; i < 8; i++ ) {
  18142. if( i&1 ) {
  18143. skill_nounit_layout[pos].count = 74;
  18144. if( i&2 ) {
  18145. if( i&4 ) { // 7
  18146. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18147. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18148. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18149. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18150. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18151. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18152. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18153. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18154. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18155. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18156. } else { // 3
  18157. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18158. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18159. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18160. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18161. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18162. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18163. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18164. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18165. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18166. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18167. }
  18168. } else {
  18169. if( i&4 ) { // 5
  18170. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18171. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18172. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18173. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18174. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18175. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18176. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18177. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18178. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18179. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18180. } else { // 1
  18181. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18182. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18183. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18184. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18185. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18186. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18187. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18188. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18189. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18190. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18191. }
  18192. }
  18193. } else {
  18194. skill_nounit_layout[pos].count = 44;
  18195. if( i&2 ) {
  18196. if( i&4 ) { // 6
  18197. 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};
  18198. 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};
  18199. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18200. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18201. } else { // 2
  18202. 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};
  18203. 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};
  18204. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18205. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18206. }
  18207. } else {
  18208. if( i&4 ) { // 4
  18209. 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};
  18210. 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};
  18211. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18212. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18213. } else { // 0
  18214. 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};
  18215. 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};
  18216. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18217. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18218. }
  18219. }
  18220. }
  18221. pos++;
  18222. }
  18223. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18224. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18225. }
  18226. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18227. int inf3 = 0;
  18228. struct status_change *sc = status_get_sc(bl);
  18229. if( !sc || !bl || !skill_id )
  18230. return 0; // Can do it
  18231. inf3 = skill_get_inf3(skill_id);
  18232. switch (type) {
  18233. case SC_ANKLE:
  18234. if (skill_id == AL_TELEPORT)
  18235. return 1;
  18236. break;
  18237. case SC_STASIS:
  18238. if (bl->type == BL_PC && !(inf3&INF3_STASIS_BL))
  18239. return 1; // Can't do it.
  18240. break;
  18241. case SC_KAGEHUMI:
  18242. if( inf3&INF3_KAGEHUMI_BL)
  18243. return 1;
  18244. case SC_BITE:
  18245. if (inf3&INF3_BITE_BLOCK)
  18246. return 1;
  18247. break;
  18248. }
  18249. return 0;
  18250. }
  18251. /* Determines whether a skill is currently active or not
  18252. * Used for purposes of cancelling SP usage when disabling a skill
  18253. */
  18254. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18255. {
  18256. switch( skill_id ) { //HP & SP Consumption Check
  18257. case BS_MAXIMIZE:
  18258. case NV_TRICKDEAD:
  18259. case TF_HIDING:
  18260. case AS_CLOAKING:
  18261. case GC_CLOAKINGEXCEED:
  18262. case ST_CHASEWALK:
  18263. case CR_DEFENDER:
  18264. case CR_SHRINK:
  18265. case CR_AUTOGUARD:
  18266. case ML_DEFENDER:
  18267. case ML_AUTOGUARD:
  18268. case PA_GOSPEL:
  18269. case GS_GATLINGFEVER:
  18270. case TK_READYCOUNTER:
  18271. case TK_READYDOWN:
  18272. case TK_READYSTORM:
  18273. case TK_READYTURN:
  18274. case TK_RUN:
  18275. case SG_FUSION:
  18276. case KO_YAMIKUMO:
  18277. case RA_WUGDASH:
  18278. case RA_CAMOUFLAGE:
  18279. if( sc->data[status_skill2sc(skill_id)] )
  18280. return 1;
  18281. break;
  18282. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18283. case NC_NEUTRALBARRIER:
  18284. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18285. return 1;
  18286. break;
  18287. case NC_STEALTHFIELD:
  18288. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18289. return 1;
  18290. break;
  18291. }
  18292. return 0;
  18293. }
  18294. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18295. int type = 0;
  18296. switch( skill_id ) {
  18297. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18298. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18299. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18300. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18301. }
  18302. type += skill_lv - 1;
  18303. return type;
  18304. }
  18305. /**
  18306. * Check before do `unit_movepos` call
  18307. * @param check_flag Flags: 1:Check for BG map, 2:Check for GVG map on WOE, 4:Check for GVG map
  18308. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  18309. **/
  18310. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  18311. nullpo_retr(false, bl);
  18312. if (check_flag&1 && map[bl->m].flag.battleground)
  18313. return false;
  18314. if (check_flag&2 && map_flag_gvg(bl->m))
  18315. return false;
  18316. if (check_flag&4 && map_flag_gvg2(bl->m))
  18317. return false;
  18318. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  18319. }
  18320. /*==========================================
  18321. * sub-function of DB reading.
  18322. * skill_db.txt
  18323. *------------------------------------------*/
  18324. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18325. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18326. uint16 skill_id = atoi(split[0]);
  18327. uint16 idx = skill_get_index2(skill_id);
  18328. if (!idx) {
  18329. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18330. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18331. return false;
  18332. }
  18333. idx = skill_db_create(skill_id);
  18334. }
  18335. skill_split_atoi(split[1],skill_db[idx]->range);
  18336. skill_db[idx]->hit = atoi(split[2]);
  18337. skill_db[idx]->inf = atoi(split[3]);
  18338. skill_split_atoi(split[4],skill_db[idx]->element);
  18339. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18340. skill_split_atoi(split[6],skill_db[idx]->splash);
  18341. skill_db[idx]->max = atoi(split[7]);
  18342. skill_split_atoi(split[8],skill_db[idx]->num);
  18343. if( strcmpi(split[9],"yes") == 0 )
  18344. skill_db[idx]->castcancel = true;
  18345. else
  18346. skill_db[idx]->castcancel = false;
  18347. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18348. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18349. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18350. if( strcmpi(split[13],"weapon") == 0 )
  18351. skill_db[idx]->skill_type = BF_WEAPON;
  18352. else if( strcmpi(split[13],"magic") == 0 )
  18353. skill_db[idx]->skill_type = BF_MAGIC;
  18354. else if( strcmpi(split[13],"misc") == 0 )
  18355. skill_db[idx]->skill_type = BF_MISC;
  18356. else
  18357. skill_db[idx]->skill_type = 0;
  18358. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18359. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18360. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18361. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18362. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18363. return true;
  18364. }
  18365. /**
  18366. * Split string to int by constant value (const.txt) or atoi()
  18367. * @param *str: String input
  18368. * @param *val: Temporary storage
  18369. * @param *delim: Delimiter (for multiple value support)
  18370. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18371. * @param max: Maximum number that can be allocated
  18372. * @return count: Number of success
  18373. */
  18374. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18375. uint8 i = 0;
  18376. char *p = strtok(str, delim);
  18377. while (p != NULL) {
  18378. int n = min_value;
  18379. trim(p);
  18380. if (ISDIGIT(p[0])) // If using numeric
  18381. n = atoi(p);
  18382. else if (!script_get_constant(p, &n)) { // If using constant value
  18383. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18384. p = strtok(NULL, delim);
  18385. continue;
  18386. }
  18387. if (n > min_value) {
  18388. val[i] = n;
  18389. i++;
  18390. if (i >= max)
  18391. break;
  18392. }
  18393. p = strtok(NULL, delim);
  18394. }
  18395. return i;
  18396. }
  18397. /// Clear status data from skill requirement
  18398. static void skill_destroy_requirement(uint16 idx) {
  18399. if (skill_db[idx]->require.status_count)
  18400. aFree(skill_db[idx]->require.status);
  18401. skill_db[idx]->require.status = NULL;
  18402. skill_db[idx]->require.status_count = 0;
  18403. if (skill_db[idx]->require.eqItem_count)
  18404. aFree(skill_db[idx]->require.eqItem);
  18405. skill_db[idx]->require.eqItem = NULL;
  18406. skill_db[idx]->require.eqItem_count = 0;
  18407. }
  18408. /**
  18409. * Read skill requirement from skill_require_db.txt
  18410. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
  18411. */
  18412. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18413. {
  18414. char* p;
  18415. uint16 idx, i;
  18416. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18417. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18418. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18419. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18420. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18421. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18422. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18423. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18424. p = split[7];
  18425. while (p) {
  18426. int l = atoi(p);
  18427. if( l == 99 ) { // Any weapon
  18428. skill_db[idx]->require.weapon = 0;
  18429. break;
  18430. } else
  18431. skill_db[idx]->require.weapon |= 1<<l;
  18432. p = strchr(p,':');
  18433. if(!p)
  18434. break;
  18435. p++;
  18436. }
  18437. //Ammo type that required, see doc/item_db for ammo types (View column)
  18438. p = split[8];
  18439. while (p) {
  18440. int l = atoi(p);
  18441. if( l == 99 ) { // Any ammo type
  18442. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18443. break;
  18444. } else if( l ) // 0 stands for no requirement
  18445. skill_db[idx]->require.ammo |= 1<<l;
  18446. p = strchr(p,':');
  18447. if( !p )
  18448. break;
  18449. p++;
  18450. }
  18451. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18452. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18453. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18454. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18455. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18456. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18457. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18458. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18459. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18460. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18461. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18462. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18463. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18464. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18465. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  18466. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18467. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18468. //Status requirements
  18469. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18470. trim(split[11]);
  18471. if (split[11][0] != '\0' || atoi(split[11])) {
  18472. int require[MAX_SKILL_STATUS_REQUIRE];
  18473. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18474. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18475. for (i = 0; i < skill_db[idx]->require.status_count; i++){
  18476. //todo add a check if possible here
  18477. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18478. }
  18479. }
  18480. }
  18481. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18482. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18483. uint16 itemid = atoi(split[13 + 2 * i]);
  18484. if (itemid > 0 && !itemdb_exists(itemid) ) {
  18485. ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0]));
  18486. return false;
  18487. }
  18488. skill_db[idx]->require.itemid[i] = itemid;
  18489. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  18490. }
  18491. //Equipped Item requirements.
  18492. trim(split[33]);
  18493. if (split[33][0] != '\0' || atoi(split[33])) {
  18494. int require[MAX_SKILL_EQUIP_REQUIRE];
  18495. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18496. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  18497. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){
  18498. if (require[i] > 0 && !itemdb_exists(require[i])) {
  18499. ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0]));
  18500. aFree(skill_db[idx]->require.eqItem); //don't need to retain this
  18501. skill_db[idx]->require.eqItem_count = 0;
  18502. return false;
  18503. }
  18504. skill_db[idx]->require.eqItem[i] = require[i];
  18505. }
  18506. }
  18507. }
  18508. return true;
  18509. }
  18510. /** Reads skill cast db
  18511. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18512. */
  18513. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18514. {
  18515. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18516. skill_split_atoi(split[1],skill_db[idx]->cast);
  18517. skill_split_atoi(split[2],skill_db[idx]->delay);
  18518. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  18519. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  18520. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  18521. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  18522. #ifdef RENEWAL_CAST
  18523. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  18524. #endif
  18525. return true;
  18526. }
  18527. /** Reads skill cast no dex db
  18528. * Structure: SkillID,Cast,Delay (optional)
  18529. */
  18530. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18531. {
  18532. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18533. skill_db[idx]->castnodex = atoi(split[1]);
  18534. if( split[2] ) // optional column
  18535. skill_db[idx]->delaynodex = atoi(split[2]);
  18536. return true;
  18537. }
  18538. /** Reads skill no cast db
  18539. * Structure: SkillID,Flag
  18540. */
  18541. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18542. {
  18543. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18544. skill_db[idx]->nocast |= atoi(split[1]);
  18545. return true;
  18546. }
  18547. /** Reads skill unit db
  18548. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18549. */
  18550. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18551. {
  18552. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18553. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  18554. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  18555. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  18556. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  18557. skill_db[idx]->unit_interval = atoi(split[5]);
  18558. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18559. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18560. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  18561. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  18562. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  18563. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  18564. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  18565. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  18566. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18567. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  18568. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  18569. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  18570. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18571. skill_db[idx]->unit_target = BCT_NOENEMY;
  18572. //By default, target just characters.
  18573. skill_db[idx]->unit_target |= BL_CHAR;
  18574. if (skill_db[idx]->unit_flag&UF_NOPC)
  18575. skill_db[idx]->unit_target &= ~BL_PC;
  18576. if (skill_db[idx]->unit_flag&UF_NOMOB)
  18577. skill_db[idx]->unit_target &= ~BL_MOB;
  18578. if (skill_db[idx]->unit_flag&UF_SKILL)
  18579. skill_db[idx]->unit_target |= BL_SKILL;
  18580. return true;
  18581. }
  18582. /** Reads Produce db
  18583. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18584. */
  18585. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18586. {
  18587. unsigned short x, y;
  18588. unsigned short id = atoi(split[0]);
  18589. unsigned short nameid = 0;
  18590. bool found = false;
  18591. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18592. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18593. return false;
  18594. }
  18595. // Clear previous data, for importing support
  18596. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18597. // Import just for clearing/disabling from original data
  18598. if (!(nameid = atoi(split[1]))) {
  18599. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18600. return true;
  18601. }
  18602. if (!itemdb_exists(nameid)) {
  18603. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18604. return false;
  18605. }
  18606. skill_produce_db[id].nameid = nameid;
  18607. skill_produce_db[id].itemlv = atoi(split[2]);
  18608. skill_produce_db[id].req_skill = atoi(split[3]);
  18609. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18610. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18611. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18612. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18613. }
  18614. if (!found)
  18615. skill_produce_count++;
  18616. return true;
  18617. }
  18618. /** Reads create arrow db
  18619. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18620. */
  18621. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18622. {
  18623. unsigned short x, y, i, material_id = atoi(split[0]);
  18624. if (!(itemdb_exists(material_id))) {
  18625. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18626. return false;
  18627. }
  18628. //search if we override something, (if not i=last idx)
  18629. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18630. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18631. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18632. return false;
  18633. }
  18634. // Import just for clearing/disabling from original data
  18635. if (atoi(split[1]) == 0) {
  18636. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18637. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18638. return true;
  18639. }
  18640. skill_arrow_db[i].nameid = material_id;
  18641. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18642. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18643. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18644. }
  18645. if (i == skill_arrow_count)
  18646. skill_arrow_count++;
  18647. return true;
  18648. }
  18649. /** Reads Spell book db
  18650. * Structure: SkillID,PreservePoints,RequiredBook
  18651. */
  18652. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18653. {
  18654. unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]);
  18655. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18656. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18657. if (!skill_get_inf(skill_id))
  18658. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18659. else {
  18660. unsigned short i;
  18661. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18662. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18663. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18664. return false;
  18665. }
  18666. // Import just for clearing/disabling from original data
  18667. if (points == 0) {
  18668. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18669. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18670. return true;
  18671. }
  18672. skill_spellbook_db[i].skill_id = skill_id;
  18673. skill_spellbook_db[i].point = points;
  18674. skill_spellbook_db[i].nameid = nameid;
  18675. if (i == skill_spellbook_count)
  18676. skill_spellbook_count++;
  18677. return true;
  18678. }
  18679. return false;
  18680. }
  18681. /** Reads improvise db
  18682. * Structure: SkillID,Rate
  18683. */
  18684. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18685. {
  18686. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18687. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18688. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18689. return false;
  18690. }
  18691. if ( !skill_get_inf(skill_id) ) {
  18692. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18693. return false;
  18694. }
  18695. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  18696. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  18697. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  18698. return false;
  18699. }
  18700. // Import just for clearing/disabling from original data
  18701. if (per == 0) {
  18702. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  18703. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  18704. return true;
  18705. }
  18706. skill_improvise_db[i].skill_id = skill_id;
  18707. skill_improvise_db[i].per = per; // Still need confirm it.
  18708. if (i == skill_improvise_count)
  18709. skill_improvise_count++;
  18710. return true;
  18711. }
  18712. /** Reads Magic mushroom db
  18713. * Structure: SkillID
  18714. */
  18715. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  18716. {
  18717. unsigned short i, skill_id = atoi(split[0]);
  18718. bool rem = (atoi(split[1]) == 1 ? true : false);
  18719. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18720. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  18721. return false;
  18722. }
  18723. if (!skill_get_inf(skill_id)) {
  18724. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18725. return false;
  18726. }
  18727. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  18728. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  18729. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  18730. return false;
  18731. }
  18732. // Import just for clearing/disabling from original data
  18733. if (rem) {
  18734. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  18735. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  18736. return true;
  18737. }
  18738. skill_magicmushroom_db[i].skill_id = skill_id;
  18739. if (i == skill_magicmushroom_count)
  18740. skill_magicmushroom_count++;
  18741. return true;
  18742. }
  18743. /** Reads db of copyable skill
  18744. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  18745. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  18746. */
  18747. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  18748. {
  18749. int16 id = 0;
  18750. uint8 option = 0;
  18751. trim(split[0]);
  18752. if (ISDIGIT(split[0][0]))
  18753. id = atoi(split[0]);
  18754. else
  18755. id = skill_name2id(split[0]);
  18756. id = skill_db_isset(id, __FUNCTION__);
  18757. if ((option = atoi(split[1])) > 3) {
  18758. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  18759. return false;
  18760. }
  18761. // Import just for clearing/disabling from original data
  18762. if (option == 0) {
  18763. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  18764. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  18765. return true;
  18766. }
  18767. skill_db[id]->copyable.option = option;
  18768. skill_db[id]->copyable.joballowed = 63;
  18769. if (atoi(split[2]))
  18770. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  18771. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  18772. return true;
  18773. }
  18774. /** Reads additional range for distance checking from NPC [Cydh]
  18775. * Structure: SkillName,AdditionalRange{,NPC Type}
  18776. * SkillID,AdditionalRange{,NPC Type}
  18777. */
  18778. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  18779. {
  18780. uint16 id = 0;
  18781. trim(split[0]);
  18782. if (ISDIGIT(split[0][0]))
  18783. id = atoi(split[0]);
  18784. else
  18785. id = skill_name2id(split[0]);
  18786. id = skill_db_isset(id, __FUNCTION__);
  18787. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  18788. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  18789. return true;
  18790. }
  18791. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  18792. * Structure: SkillID,DummyName,RatePerLvl
  18793. */
  18794. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  18795. {
  18796. unsigned short i, skill_id = atoi(split[0]);
  18797. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18798. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  18799. return false;
  18800. }
  18801. if (!skill_get_inf(skill_id)) {
  18802. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18803. return false;
  18804. }
  18805. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  18806. if (i >= ARRAYLENGTH(skill_abra_db)) {
  18807. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  18808. return false;
  18809. }
  18810. // Import just for clearing/disabling from original data
  18811. if (strcmp(split[1],"clear") == 0) {
  18812. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  18813. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  18814. return true;
  18815. }
  18816. skill_abra_db[i].skill_id = skill_id;
  18817. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  18818. skill_split_atoi(split[2],skill_abra_db[i].per);
  18819. if (i == skill_abra_count)
  18820. skill_abra_count++;
  18821. return true;
  18822. }
  18823. /** Reads change material db
  18824. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  18825. */
  18826. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  18827. {
  18828. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  18829. short rate = atoi(split[2]);
  18830. bool found = false;
  18831. int x, y;
  18832. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  18833. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  18834. return false;
  18835. }
  18836. // Clear previous data, for importing support
  18837. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  18838. found = true;
  18839. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18840. }
  18841. // Import just for clearing/disabling from original data
  18842. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  18843. if (nameid == 0) {
  18844. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18845. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  18846. return true;
  18847. }
  18848. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  18849. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  18850. if (skill_produce_db[x].nameid == nameid)
  18851. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  18852. break;
  18853. }
  18854. if (x >= MAX_SKILL_PRODUCE_DB) {
  18855. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  18856. return false;
  18857. }
  18858. skill_changematerial_db[id].nameid = nameid;
  18859. skill_changematerial_db[id].rate = rate;
  18860. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  18861. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  18862. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  18863. }
  18864. if (!found)
  18865. skill_changematerial_count++;
  18866. return true;
  18867. }
  18868. #ifdef ADJUST_SKILL_DAMAGE
  18869. /**
  18870. * Reads skill damage adjustment
  18871. * @author [Lilith]
  18872. */
  18873. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  18874. {
  18875. uint16 id = 0;
  18876. trim(split[0]);
  18877. if (ISDIGIT(split[0][0]))
  18878. id = atoi(split[0]);
  18879. else
  18880. id = skill_name2id(split[0]);
  18881. id = skill_db_isset(id, __FUNCTION__);
  18882. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  18883. skill_db[id]->damage.caster |= atoi(split[1]);
  18884. skill_db[id]->damage.map |= atoi(split[2]);
  18885. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  18886. if (split[3])
  18887. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  18888. if (split[4])
  18889. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  18890. if (split[5])
  18891. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  18892. return true;
  18893. }
  18894. #endif
  18895. /**
  18896. * Init dummy skill db also init Skill DB allocation
  18897. * @param skill_id
  18898. * @return Skill Index
  18899. **/
  18900. static uint16 skill_db_create(uint16 skill_id) {
  18901. if (skill_num >= MAX_SKILL) {
  18902. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  18903. return 0;
  18904. }
  18905. if (!skill_num)
  18906. CREATE(skill_db, struct s_skill_db *, 1);
  18907. else
  18908. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  18909. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  18910. if (skill_id > 0) {
  18911. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  18912. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  18913. }
  18914. skill_db[skill_num]->nameid = skill_id;
  18915. uidb_iput(skilldb_id2idx, skill_id, skill_num);
  18916. return skill_next_idx();
  18917. }
  18918. static void skill_db_destroy(void) {
  18919. uint16 i;
  18920. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18921. if (skill_db[i]) {
  18922. skill_destroy_requirement(i);
  18923. aFree(skill_db[i]);
  18924. }
  18925. skill_db[i] = NULL;
  18926. }
  18927. skill_num = 0;
  18928. aFree(skill_db);
  18929. skill_db = NULL;
  18930. }
  18931. /*===============================
  18932. * DB reading.
  18933. * skill_db.txt
  18934. * skill_require_db.txt
  18935. * skill_cast_db.txt
  18936. * skill_castnodex_db.txt
  18937. * skill_nocast_db.txt
  18938. * skill_unit_db.txt
  18939. * produce_db.txt
  18940. * create_arrow_db.txt
  18941. * abra_db.txt
  18942. *------------------------------*/
  18943. static void skill_readdb(void)
  18944. {
  18945. int i;
  18946. const char* dbsubpath[] = {
  18947. "",
  18948. "/"DBIMPORT,
  18949. //add other path here
  18950. };
  18951. db_clear(skilldb_name2id);
  18952. db_clear(skilldb_id2idx);
  18953. skill_db_destroy();
  18954. skill_db_create(0);
  18955. memset(skill_produce_db,0,sizeof(skill_produce_db));
  18956. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  18957. memset(skill_abra_db,0,sizeof(skill_abra_db));
  18958. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  18959. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  18960. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  18961. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  18962. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  18963. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  18964. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  18965. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  18966. char* dbsubpath1 = (char*)aMalloc(n1+1);
  18967. char* dbsubpath2 = (char*)aMalloc(n2+1);
  18968. if (i == 0) {
  18969. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18970. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  18971. } else {
  18972. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18973. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  18974. }
  18975. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i);
  18976. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i);
  18977. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i);
  18978. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i);
  18979. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i);
  18980. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i);
  18981. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  18982. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  18983. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  18984. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  18985. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  18986. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i);
  18987. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  18988. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  18989. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i);
  18990. #ifdef ADJUST_SKILL_DAMAGE
  18991. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i);
  18992. #endif
  18993. aFree(dbsubpath1);
  18994. aFree(dbsubpath2);
  18995. }
  18996. skill_init_unit_layout();
  18997. skill_init_nounit_layout();
  18998. }
  18999. void skill_reload (void) {
  19000. struct s_mapiterator *iter;
  19001. struct map_session_data *sd;
  19002. skill_readdb();
  19003. initChangeTables(); // Re-init Status Change tables
  19004. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  19005. iter = mapit_getallusers();
  19006. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  19007. pc_validate_skill(sd);
  19008. clif_skillinfoblock(sd);
  19009. }
  19010. mapit_free(iter);
  19011. }
  19012. /*==========================================
  19013. *
  19014. *------------------------------------------*/
  19015. void do_init_skill(void)
  19016. {
  19017. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  19018. skilldb_id2idx = uidb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA);
  19019. skill_readdb();
  19020. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  19021. skillunit_db = idb_alloc(DB_OPT_BASE);
  19022. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  19023. bowling_db = idb_alloc(DB_OPT_BASE);
  19024. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_CACHE_OPTIONS);
  19025. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_CACHE_OPTIONS);
  19026. ers_chunk_size(skill_unit_ers, 150);
  19027. ers_chunk_size(skill_timer_ers, 150);
  19028. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  19029. add_timer_func_list(skill_castend_id,"skill_castend_id");
  19030. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  19031. add_timer_func_list(skill_timerskill,"skill_timerskill");
  19032. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  19033. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  19034. }
  19035. void do_final_skill(void)
  19036. {
  19037. db_destroy(skilldb_name2id);
  19038. db_destroy(skilldb_id2idx);
  19039. db_destroy(skillunit_group_db);
  19040. db_destroy(skillunit_db);
  19041. db_destroy(skillusave_db);
  19042. db_destroy(bowling_db);
  19043. skill_db_destroy();
  19044. ers_destroy(skill_unit_ers);
  19045. ers_destroy(skill_timer_ers);
  19046. }