skill.c 683 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/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 WATERBALL_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. //Since only mob-casted splash skills can hit ice-walls
  116. static inline int splash_target(struct block_list* bl) {
  117. #ifndef RENEWAL
  118. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  119. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  120. return BL_SKILL|BL_CHAR;
  121. #endif
  122. }
  123. uint16 SKILL_MAX_DB(void) {
  124. return skill_num;
  125. }
  126. /**
  127. * Get skill id from name
  128. * @param name
  129. * @return Skill ID of the skill, or 0 if not found.
  130. **/
  131. int skill_name2id(const char* name) {
  132. if( name == NULL )
  133. return 0;
  134. return strdb_iget(skilldb_name2id, name);
  135. }
  136. /**
  137. * Get Skill ID from Skill Index
  138. * @param idx
  139. * @return Skill ID or 0 if not found
  140. **/
  141. uint16 skill_idx2id(uint16 idx) {
  142. if (idx < SKILL_MAX_DB() && skill_db[idx])
  143. return skill_db[idx]->nameid;
  144. return 0;
  145. }
  146. /**
  147. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  148. * @param skill_id
  149. * @param silent If Skill is undefined, show error message!
  150. * @return Skill Index or 0 if not found/unset
  151. **/
  152. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  153. uint16 idx = (uint16)uidb_iget(skilldb_id2idx, skill_id);
  154. if (!idx && skill_id != 0 && !silent)
  155. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  156. return idx;
  157. }
  158. /**
  159. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  160. * @param skill_id
  161. * @return Skill index
  162. **/
  163. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  164. uint16 idx = skill_get_index2(skill_id);
  165. if (idx || idx == skill_id)
  166. return idx;
  167. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  168. idx = skill_db_create(skill_id);
  169. return idx;
  170. }
  171. /**
  172. * Get Skill name
  173. * @param skill_id
  174. * @return AEGIS Skill name
  175. **/
  176. const char* skill_get_name( uint16 skill_id ) {
  177. return skill_db[skill_get_index(skill_id)]->name;
  178. }
  179. /**
  180. * Get Skill name
  181. * @param skill_id
  182. * @return English Skill name
  183. **/
  184. const char* skill_get_desc( uint16 skill_id ) {
  185. return skill_db[skill_get_index(skill_id)]->desc;
  186. }
  187. /// out of bounds error checking [celest]
  188. static void skill_chk(uint16 *skill_id) {
  189. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  190. }
  191. // checks/adjusts level
  192. static void skill_chk2(uint16 *skill_lv) {
  193. *skill_lv = cap_value(*skill_lv, 1, MAX_SKILL_LEVEL);
  194. }
  195. // checks/adjusts index. make sure we don't use negative index
  196. static void skill_chk3(int *idx) {
  197. if (*idx < 0) *idx = 0;
  198. }
  199. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  200. #define skill_get2(id, lv, arrvar) do {\
  201. int idx;\
  202. skill_chk(&(id));\
  203. if (!(id))\
  204. return 0;\
  205. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  206. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1) {\
  207. int lv__ = (lv);\
  208. (lv) = skill_db[(id)]->max-1;\
  209. return ((arrvar)[(lv)] + ((lv__-(lv))/2));\
  210. }\
  211. return ((arrvar)[idx]);\
  212. } while(0)
  213. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk3(&x); return var; }
  214. // Skill DB
  215. int skill_get_hit( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->hit); }
  216. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  217. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  218. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  219. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  220. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  221. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  222. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  223. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  224. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  225. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  226. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  227. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  228. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  229. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  230. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  231. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  232. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  233. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  234. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  235. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  236. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  237. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  238. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  239. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  240. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  241. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  242. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  243. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  244. 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); }
  245. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  246. #ifdef RENEWAL_CAST
  247. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  248. #endif
  249. // Skill requirements
  250. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  251. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  252. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  253. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  254. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  255. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  256. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  257. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  258. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  259. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  260. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  261. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  262. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  263. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  264. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  265. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  266. int splash = skill_get_splash_(skill_id, skill_lv);
  267. if (splash < 0)
  268. return AREA_SIZE;
  269. return splash;
  270. }
  271. int skill_tree_get_max(uint16 skill_id, int b_class)
  272. {
  273. int i;
  274. b_class = pc_class2idx(b_class);
  275. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  276. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  277. return skill_tree[b_class][i].max;
  278. else
  279. return skill_get_max(skill_id);
  280. }
  281. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  282. int skill_attack_area(struct block_list *bl,va_list ap);
  283. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  284. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  285. int skill_greed(struct block_list *bl, va_list ap);
  286. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  287. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  288. static int skill_trap_splash(struct block_list *bl, va_list ap);
  289. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  290. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  291. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  292. static int skill_unit_effect(struct block_list *bl,va_list ap);
  293. static int skill_bind_trap(struct block_list *bl, va_list ap);
  294. int skill_get_casttype (uint16 skill_id) {
  295. int inf = skill_get_inf(skill_id);
  296. if (inf&(INF_GROUND_SKILL))
  297. return CAST_GROUND;
  298. if (inf&INF_SUPPORT_SKILL)
  299. return CAST_NODAMAGE;
  300. if (inf&INF_SELF_SKILL) {
  301. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  302. return CAST_DAMAGE; //Combo skill.
  303. return CAST_NODAMAGE;
  304. }
  305. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  306. return CAST_NODAMAGE;
  307. return CAST_DAMAGE;
  308. }
  309. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  310. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  311. int range, inf3=0;
  312. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  313. return 9; //Mobs have a range of 9 regardless of skill used.
  314. range = skill_get_range(skill_id, skill_lv);
  315. if( range < 0 ) {
  316. if( battle_config.use_weapon_skill_range&bl->type )
  317. return status_get_range(bl);
  318. range *=-1;
  319. }
  320. inf3 = skill_get_inf3(skill_id);
  321. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  322. if( bl->type == BL_PC ) {
  323. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  324. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  325. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  326. } else
  327. range += 10; //Assume level 10?
  328. }
  329. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  330. if( bl->type == BL_PC ) {
  331. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  332. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  333. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  334. }
  335. }
  336. if( !range && bl->type != BL_PC )
  337. return 9; // Enable non players to use self skills on others. [Skotlex]
  338. return range;
  339. }
  340. /**
  341. * Calculates heal value of skill's effect
  342. * @param src
  343. * @param target
  344. * @param skill_id
  345. * @param skill_lv
  346. * @param heal
  347. * @return modified heal value
  348. */
  349. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  350. int skill, hp = 0;
  351. struct map_session_data *sd = BL_CAST(BL_PC, src);
  352. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  353. struct status_change *sc, *tsc;
  354. sc = status_get_sc(src);
  355. tsc = status_get_sc(target);
  356. switch( skill_id ) {
  357. case BA_APPLEIDUN:
  358. #ifdef RENEWAL
  359. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  360. #else
  361. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  362. #endif
  363. if( sd )
  364. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  365. break;
  366. case PR_SANCTUARY:
  367. hp = (skill_lv>6)?777:skill_lv*100;
  368. break;
  369. case NPC_EVILLAND:
  370. hp = (skill_lv>6)?666:skill_lv*100;
  371. break;
  372. default:
  373. if (skill_lv >= battle_config.max_heal_lv)
  374. return battle_config.max_heal;
  375. #ifdef RENEWAL
  376. /**
  377. * Renewal Heal Formula
  378. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  379. */
  380. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) / 10;
  381. #else
  382. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) * 8));
  383. #endif
  384. if (skill_id == AB_HIGHNESSHEAL)
  385. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  386. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  387. hp += hp * skill * 2 / 100;
  388. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  389. hp += hp * skill * 2 / 100;
  390. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && sd->class_&JOBL_SUPER_NOVICE && sd->status.sex == 0 )
  391. hp *= 2;
  392. break;
  393. }
  394. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  395. hp >>= 1;
  396. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  397. hp += hp*skill/100;
  398. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  399. hp += hp*skill/100;
  400. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  401. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  402. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  403. if( tsc && tsc->count ) {
  404. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  405. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  406. if( heal && tsc->data[SC_DEATHHURT] )
  407. hp -= hp * 20/100;
  408. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  409. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  410. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  411. hp += hp / 10;
  412. }
  413. #ifdef RENEWAL
  414. // MATK part of the RE heal formula [malufett]
  415. // Note: in this part matk bonuses from items or skills are not applied
  416. switch( skill_id ) {
  417. case BA_APPLEIDUN: case PR_SANCTUARY:
  418. case NPC_EVILLAND: break;
  419. default:
  420. {
  421. struct status_data *status = status_get_status_data(src);
  422. int min, max;
  423. min = max = status_base_matk(src, status, status_get_lv(src));
  424. if( status->rhw.matk > 0 ){
  425. int wMatk, variance;
  426. wMatk = status->rhw.matk;
  427. variance = wMatk * status->rhw.wlv / 10;
  428. min += wMatk - variance;
  429. max += wMatk + variance;
  430. }
  431. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  432. min = max;
  433. if( sd && sd->right_weapon.overrefine > 0 ){
  434. min++;
  435. max += sd->right_weapon.overrefine - 1;
  436. }
  437. if(max > min)
  438. hp += min+rnd()%(max-min);
  439. else
  440. hp += min;
  441. }
  442. }
  443. #endif
  444. return hp;
  445. }
  446. /**
  447. * Making Plagiarism and Reproduce check their own function
  448. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  449. * @param sd: Player who will copy the skill
  450. * @param skill_id: Target skill
  451. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  452. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  453. */
  454. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  455. // Only copy skill that player doesn't have or the skill is old clone
  456. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  457. return 0;
  458. // Check if the skill is copyable by class
  459. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  460. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  461. while (1) {
  462. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  463. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  464. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  465. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  466. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  467. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  468. return 0;
  469. }
  470. }
  471. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  472. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  473. return 1;
  474. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  475. 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)
  476. return 2;
  477. return 0;
  478. }
  479. /**
  480. * Check if the skill is ok to cast and when.
  481. * Done before check_condition_begin, requirement
  482. * @param skill_id: Skill ID that casted
  483. * @param sd: Player who casted
  484. * @return true: Skill cannot be used, false: otherwise
  485. * @author [MouseJstr]
  486. */
  487. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  488. {
  489. int16 idx,m;
  490. nullpo_retr(1,sd);
  491. m = sd->bl.m;
  492. idx = skill_get_index(skill_id);
  493. if (idx == 0)
  494. return true; // invalid skill id
  495. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  496. return false; // can do any damn thing they want
  497. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  498. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  499. if (map[m].flag.noskill)
  500. return true;
  501. // Epoque:
  502. // This code will compare the player's attack motion value which is influenced by ASPD before
  503. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  504. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  505. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  506. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  507. {// attempted to cast a skill before the attack motion has finished
  508. return true;
  509. }
  510. if (skill_blockpc_get(sd, skill_id) != -1){
  511. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  512. return true;
  513. }
  514. /**
  515. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  516. * 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
  517. */
  518. if( sd->skillitem == skill_id )
  519. return false;
  520. // Check skill restrictions [Celest]
  521. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  522. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  523. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  524. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  525. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  526. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  527. return true;
  528. }
  529. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  530. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  531. switch (skill_id) {
  532. case AL_WARP:
  533. case RETURN_TO_ELDICASTES:
  534. case ALL_GUARDIAN_RECALL:
  535. case ECLAGE_RECALL:
  536. if(map[m].flag.nowarp) {
  537. clif_skill_teleportmessage(sd,0);
  538. return true;
  539. }
  540. return false;
  541. case AL_TELEPORT:
  542. case SC_FATALMENACE:
  543. case SC_DIMENSIONDOOR:
  544. case ALL_ODINS_RECALL:
  545. if(map[m].flag.noteleport) {
  546. clif_skill_teleportmessage(sd,0);
  547. return true;
  548. }
  549. return false; // gonna be checked in 'skill_castend_nodamage_id'
  550. case WE_CALLPARTNER:
  551. case WE_CALLPARENT:
  552. case WE_CALLBABY:
  553. if (map[m].flag.nomemo) {
  554. clif_skill_teleportmessage(sd,1);
  555. return true;
  556. }
  557. break;
  558. case MC_VENDING:
  559. case ALL_BUYING_STORE:
  560. if( map[sd->bl.m].flag.novending ) {
  561. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  562. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  563. return true;
  564. }
  565. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  566. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  568. return true;
  569. }
  570. if( npc_isnear(&sd->bl) ) {
  571. // uncomment to send msg_txt.
  572. //char output[150];
  573. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  574. //clif_displaymessage(sd->fd, output);
  575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  576. return true;
  577. }
  578. case MC_IDENTIFY:
  579. return false; // always allowed
  580. case WZ_ICEWALL:
  581. // noicewall flag [Valaris]
  582. if (map[m].flag.noicewall) {
  583. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  584. return true;
  585. }
  586. break;
  587. case GC_DARKILLUSION:
  588. if( map_flag_gvg(m) ) {
  589. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  590. return true;
  591. }
  592. break;
  593. case GD_EMERGENCYCALL:
  594. case GD_ITEMEMERGENCYCALL:
  595. if (
  596. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  597. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  598. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  599. ) {
  600. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  601. return true;
  602. }
  603. break;
  604. case WM_SIRCLEOFNATURE:
  605. case WM_SOUND_OF_DESTRUCTION:
  606. case WM_LULLABY_DEEPSLEEP:
  607. case WM_SATURDAY_NIGHT_FEVER:
  608. if( !map_flag_vs(m) ) {
  609. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  610. return true;
  611. }
  612. break;
  613. }
  614. return false;
  615. }
  616. /**
  617. * Check if the homunculus skill is ok to be processed
  618. * After checking from Homunculus side, also check the master condition
  619. * @param skill_id: Skill ID that casted
  620. * @param hd: Homunculus who casted
  621. * @return true: Skill cannot be used, false: otherwise
  622. */
  623. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  624. {
  625. uint16 idx = skill_get_index(skill_id);
  626. nullpo_retr(1,hd);
  627. if (idx == 0)
  628. return true; // invalid skill id
  629. if (hd->blockskill[idx] > 0)
  630. return true;
  631. switch(skill_id) {
  632. case MH_LIGHT_OF_REGENE: //must be cordial
  633. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  634. if (hd->master)
  635. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  636. return true;
  637. }
  638. break;
  639. case MH_GOLDENE_FERSE: //cant be used with angriff
  640. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  641. break;
  642. case MH_ANGRIFFS_MODUS:
  643. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  644. break;
  645. case MH_TINDER_BREAKER: //must be in grappling mode
  646. if(!&hd->sc
  647. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  648. || !hd->homunculus.spiritball) return true;
  649. break;
  650. case MH_SONIC_CRAW: //must be in fighting mode
  651. if(!&hd->sc
  652. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  653. || !hd->homunculus.spiritball) return true;
  654. break;
  655. case MH_SILVERVEIN_RUSH:
  656. if(!&hd->sc
  657. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  658. || hd->homunculus.spiritball < 2) return true;
  659. break;
  660. case MH_MIDNIGHT_FRENZY:
  661. if(!&hd->sc
  662. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  663. || !hd->homunculus.spiritball) return true;
  664. break;
  665. case MH_CBC:
  666. if(!&hd->sc
  667. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  668. || hd->homunculus.spiritball < 2) return true;
  669. break;
  670. case MH_EQC:
  671. if(!&hd->sc
  672. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  673. || hd->homunculus.spiritball < 3) return true;
  674. break;
  675. }
  676. //Use master's criteria.
  677. return skill_isNotOk(skill_id, hd->master);
  678. }
  679. /**
  680. * Check if the mercenary skill is ok to be processed
  681. * After checking from Homunculus side, also check the master condition
  682. * @param skill_id: Skill ID that casted
  683. * @param md: Mercenary who casted
  684. * @return true: Skill cannot be used, false: otherwise
  685. */
  686. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  687. {
  688. uint16 idx = skill_get_index(skill_id);
  689. nullpo_retr(1, md);
  690. if (!idx)
  691. return true; // Invalid Skill ID
  692. if (md->blockskill[idx] > 0)
  693. return true;
  694. return skill_isNotOk(skill_id, md->master);
  695. }
  696. /**
  697. * Check if the skill can be casted near NPC or not
  698. * @param src Object who casted
  699. * @param skill_id Skill ID that casted
  700. * @param skill_lv Skill Lv
  701. * @param pos_x Position x of the target
  702. * @param pos_y Position y of the target
  703. * @return true: Skill cannot be used, false: otherwise
  704. * @author [Cydh]
  705. */
  706. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  707. int inf;
  708. if (!src || !skill_get_index(skill_id))
  709. return false;
  710. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  711. return false;
  712. inf = skill_get_inf(skill_id);
  713. //if self skill
  714. if (inf&INF_SELF_SKILL) {
  715. pos_x = src->x;
  716. pos_y = src->y;
  717. }
  718. if (pos_x <= 0) pos_x = src->x;
  719. if (pos_y <= 0) pos_y = src->y;
  720. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  721. }
  722. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  723. {
  724. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  725. uint8 dir;
  726. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  727. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  728. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  729. }
  730. if (pos != -1) // simple single-definition layout
  731. return &skill_unit_layout[pos];
  732. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  733. if (skill_id == MG_FIREWALL)
  734. return &skill_unit_layout [firewall_unit_pos + dir];
  735. else if (skill_id == WZ_ICEWALL)
  736. return &skill_unit_layout [icewall_unit_pos + dir];
  737. else if( skill_id == WL_EARTHSTRAIN )
  738. return &skill_unit_layout [earthstrain_unit_pos + dir];
  739. else if( skill_id == RL_FIRE_RAIN )
  740. return &skill_unit_layout[firerain_unit_pos + dir];
  741. else if( skill_id == GN_WALLOFTHORN )
  742. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  743. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  744. return &skill_unit_layout[0]; // default 1x1 layout
  745. }
  746. 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)
  747. {
  748. if( skill_id == LG_OVERBRAND )
  749. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  750. else if( skill_id == LG_OVERBRAND_BRANDISH )
  751. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  752. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  753. return &skill_nounit_layout[0];
  754. }
  755. /*==========================================
  756. * Add effect to skill when hit succesfully target
  757. *------------------------------------------*/
  758. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  759. {
  760. struct map_session_data *sd, *dstsd;
  761. struct mob_data *md, *dstmd;
  762. struct status_data *sstatus, *tstatus;
  763. struct status_change *sc, *tsc;
  764. enum sc_type status;
  765. int skill;
  766. int rate;
  767. int chorusbonus = 0;
  768. nullpo_ret(src);
  769. nullpo_ret(bl);
  770. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  771. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  772. return 0;
  773. sd = BL_CAST(BL_PC, src);
  774. md = BL_CAST(BL_MOB, src);
  775. dstsd = BL_CAST(BL_PC, bl);
  776. dstmd = BL_CAST(BL_MOB, bl);
  777. sc = status_get_sc(src);
  778. tsc = status_get_sc(bl);
  779. sstatus = status_get_status_data(src);
  780. tstatus = status_get_status_data(bl);
  781. if (!tsc) //skill additional effect is about adding effects to the target...
  782. //So if the target can't be inflicted with statuses, this is pointless.
  783. return 0;
  784. // Minstrel/Wanderer number check for chorus skills.
  785. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  786. if( sd && sd->status.party_id ) {
  787. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  788. if( chorusbonus > 7 )
  789. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  790. else if( chorusbonus > 2 )
  791. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  792. }
  793. if( sd )
  794. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  795. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  796. // Trigger status effects
  797. enum sc_type type;
  798. int i;
  799. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  800. rate = sd->addeff[i].rate;
  801. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  802. rate += sd->addeff[i].arrow_rate;
  803. if( !rate ) continue;
  804. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  805. // Trigger has attack type consideration.
  806. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  807. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  808. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  809. else
  810. continue;
  811. }
  812. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  813. // Trigger has range consideration.
  814. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  815. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  816. continue; //Range Failed.
  817. }
  818. type = sd->addeff[i].id;
  819. skill = skill_get_time2(status_sc2skill(type),7);
  820. if (sd->addeff[i].flag&ATF_TARGET)
  821. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  822. if (sd->addeff[i].flag&ATF_SELF)
  823. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  824. }
  825. }
  826. if( skill_id ) {
  827. // Trigger status effects on skills
  828. enum sc_type type;
  829. int i;
  830. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  831. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  832. continue;
  833. type = sd->addeff3[i].id;
  834. skill = skill_get_time2(status_sc2skill(type),7);
  835. if( sd->addeff3[i].target&ATF_TARGET )
  836. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  837. if( sd->addeff3[i].target&ATF_SELF )
  838. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  839. }
  840. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  841. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  842. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  843. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  844. clif_emotion(bl,E_OMG);
  845. }
  846. }
  847. }
  848. if( dmg_lv < ATK_DEF ) // no damage, return;
  849. return 0;
  850. switch(skill_id) {
  851. case 0:
  852. { // Normal attacks (no skill used)
  853. if( attack_type&BF_SKILL )
  854. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  855. if(sd) {
  856. // Automatic trigger of Blitz Beat
  857. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  858. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  859. rate=(sd->status.job_level+9)/10;
  860. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  861. }
  862. // Automatic trigger of Warg Strike [Jobbie]
  863. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  864. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  865. // Gank
  866. if(dstmd && sd->status.weapon != W_BOW &&
  867. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  868. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  869. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  870. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  871. else
  872. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  873. }
  874. // Chance to trigger Taekwon kicks [Dralnu]
  875. if(sc && !sc->data[SC_COMBO]) {
  876. if(sc->data[SC_READYSTORM] &&
  877. sc_start4(src,src,SC_COMBO, 15, TK_STORMKICK,
  878. bl->id, 2, 0,
  879. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  880. ; //Stance triggered
  881. else if(sc->data[SC_READYDOWN] &&
  882. sc_start4(src,src,SC_COMBO, 15, TK_DOWNKICK,
  883. bl->id, 2, 0,
  884. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  885. ; //Stance triggered
  886. else if(sc->data[SC_READYTURN] &&
  887. sc_start4(src,src,SC_COMBO, 15, TK_TURNKICK,
  888. bl->id, 2, 0,
  889. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  890. ; //Stance triggered
  891. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  892. rate = 20;
  893. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  894. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  895. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  896. }
  897. sc_start4(src,src, SC_COMBO, rate, TK_COUNTER,
  898. bl->id, 2, 0,
  899. (2000 - 4*sstatus->agi - 2*sstatus->dex))
  900. ; //Stance triggered
  901. }
  902. }
  903. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  904. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  905. }
  906. if (sc) {
  907. struct status_change_entry *sce;
  908. // Enchant Poison gives a chance to poison attacked enemies
  909. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  910. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  911. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  912. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  913. if((sce=sc->data[SC_EDP]))
  914. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  915. skill_get_time2(ASC_EDP,sce->val1));
  916. }
  917. }
  918. break;
  919. case SM_BASH:
  920. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  921. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  922. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  923. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  924. }
  925. break;
  926. case MER_CRASH:
  927. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  928. break;
  929. case AS_VENOMKNIFE:
  930. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  931. skill_lv = pc_checkskill(sd, TF_POISON);
  932. case TF_POISON:
  933. case AS_SPLASHER:
  934. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  935. && sd && skill_id==TF_POISON
  936. )
  937. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  938. break;
  939. case AS_SONICBLOW:
  940. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  941. break;
  942. case WZ_FIREPILLAR:
  943. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  944. break;
  945. case MG_FROSTDIVER:
  946. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  947. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  948. break;
  949. case WZ_FROSTNOVA:
  950. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  951. break;
  952. case WZ_STORMGUST:
  953. // Storm Gust counter was dropped in renewal
  954. #ifdef RENEWAL
  955. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  956. #else
  957. //On third hit, there is a 150% to freeze the target
  958. if(tsc->sg_counter >= 3 &&
  959. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  960. tsc->sg_counter = 0;
  961. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  962. else if( tsc->sg_counter > 250 )
  963. tsc->sg_counter = 0;
  964. #endif
  965. break;
  966. case WZ_METEOR:
  967. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  968. break;
  969. case WZ_VERMILION:
  970. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  971. break;
  972. case HT_FREEZINGTRAP:
  973. case MA_FREEZINGTRAP:
  974. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  975. break;
  976. case HT_FLASHER:
  977. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  978. break;
  979. case HT_LANDMINE:
  980. case MA_LANDMINE:
  981. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  982. break;
  983. case HT_SHOCKWAVE:
  984. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  985. break;
  986. case HT_SANDMAN:
  987. case MA_SANDMAN:
  988. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  989. break;
  990. case TF_SPRINKLESAND:
  991. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  992. break;
  993. case TF_THROWSTONE:
  994. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  995. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  996. break;
  997. case NPC_DARKCROSS:
  998. case CR_HOLYCROSS:
  999. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1000. break;
  1001. case CR_GRANDCROSS:
  1002. case NPC_GRANDDARKNESS:
  1003. //Chance to cause blind status vs demon and undead element, but not against players
  1004. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1005. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1006. attack_type |= BF_WEAPON;
  1007. break;
  1008. case AM_ACIDTERROR:
  1009. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1010. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1011. clif_emotion(bl,E_OMG);
  1012. break;
  1013. case AM_DEMONSTRATION:
  1014. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1015. break;
  1016. case CR_SHIELDCHARGE:
  1017. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1018. break;
  1019. case PA_PRESSURE:
  1020. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1021. //Fall through
  1022. case HW_GRAVITATION:
  1023. //Pressure and Gravitation can trigger physical autospells
  1024. attack_type |= BF_NORMAL;
  1025. attack_type |= BF_WEAPON;
  1026. break;
  1027. case RG_RAID:
  1028. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1029. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1030. #ifdef RENEWAL
  1031. sc_start(src,bl,SC_RAID,100,7,5000);
  1032. break;
  1033. case RG_BACKSTAP:
  1034. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1035. #endif
  1036. break;
  1037. case BA_FROSTJOKER:
  1038. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1039. break;
  1040. case DC_SCREAM:
  1041. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1042. break;
  1043. case BD_LULLABY:
  1044. 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
  1045. break;
  1046. case DC_UGLYDANCE:
  1047. rate = 5+5*skill_lv;
  1048. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1049. rate += 5+skill;
  1050. status_zap(bl, 0, rate);
  1051. break;
  1052. case SL_STUN:
  1053. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1054. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1055. break;
  1056. case NPC_PETRIFYATTACK:
  1057. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1058. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1059. skill_get_time2(skill_id,skill_lv));
  1060. break;
  1061. case NPC_CURSEATTACK:
  1062. case NPC_SLEEPATTACK:
  1063. case NPC_BLINDATTACK:
  1064. case NPC_POISON:
  1065. case NPC_SILENCEATTACK:
  1066. case NPC_STUNATTACK:
  1067. case NPC_HELLPOWER:
  1068. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1069. break;
  1070. case NPC_ACIDBREATH:
  1071. case NPC_ICEBREATH:
  1072. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1073. break;
  1074. case NPC_BLEEDING:
  1075. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1076. break;
  1077. case NPC_MENTALBREAKER:
  1078. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1079. //equal to Matk*skLevel.
  1080. rate = sstatus->matk_min;
  1081. if (rate < sstatus->matk_max)
  1082. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1083. rate*=skill_lv;
  1084. status_zap(bl, 0, rate);
  1085. break;
  1086. }
  1087. // Equipment breaking monster skills [Celest]
  1088. case NPC_WEAPONBRAKER:
  1089. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1090. break;
  1091. case NPC_ARMORBRAKE:
  1092. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1093. break;
  1094. case NPC_HELMBRAKE:
  1095. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1096. break;
  1097. case NPC_SHIELDBRAKE:
  1098. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1099. break;
  1100. case CH_TIGERFIST:
  1101. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1102. break;
  1103. case LK_SPIRALPIERCE:
  1104. case ML_SPIRALPIERCE:
  1105. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1106. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1107. break;
  1108. case ST_REJECTSWORD:
  1109. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1110. break;
  1111. case PF_FOGWALL:
  1112. if (src != bl && !tsc->data[SC_DELUGE])
  1113. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1114. break;
  1115. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1116. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1117. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1118. break;
  1119. case LK_JOINTBEAT:
  1120. status = status_skill2sc(skill_id);
  1121. if (tsc->jb_flag) {
  1122. 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));
  1123. tsc->jb_flag = 0;
  1124. }
  1125. break;
  1126. case ASC_METEORASSAULT:
  1127. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1128. switch(rnd()%3) {
  1129. case 0:
  1130. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1131. break;
  1132. case 1:
  1133. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1134. break;
  1135. default:
  1136. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1137. }
  1138. break;
  1139. case HW_NAPALMVULCAN:
  1140. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1141. break;
  1142. case WS_CARTTERMINATION: // Cart termination
  1143. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1144. break;
  1145. case CR_ACIDDEMONSTRATION:
  1146. case GN_FIRE_EXPANSION_ACID:
  1147. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1148. break;
  1149. case TK_DOWNKICK:
  1150. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1151. break;
  1152. case TK_JUMPKICK:
  1153. // debuff the following statuses
  1154. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1155. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1156. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1157. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1158. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1159. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1160. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1161. }
  1162. break;
  1163. case TK_TURNKICK:
  1164. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1165. if(attack_type&BF_MISC) //70% base stun chance...
  1166. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1167. break;
  1168. case GS_BULLSEYE: //0.1% coma rate.
  1169. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1170. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1171. break;
  1172. case GS_PIERCINGSHOT:
  1173. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1174. break;
  1175. case NJ_HYOUSYOURAKU:
  1176. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1177. break;
  1178. case GS_FLING:
  1179. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1180. break;
  1181. case GS_DISARM:
  1182. rate = 3*skill_lv;
  1183. if (sstatus->dex > tstatus->dex)
  1184. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1185. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1186. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1187. break;
  1188. case NPC_EVILLAND:
  1189. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1190. break;
  1191. case NPC_HELLJUDGEMENT:
  1192. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1193. break;
  1194. case NPC_CRITICALWOUND:
  1195. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1196. break;
  1197. case RK_WINDCUTTER:
  1198. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1199. break;
  1200. case RK_DRAGONBREATH:
  1201. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1202. break;
  1203. case RK_DRAGONBREATH_WATER:
  1204. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1205. break;
  1206. case AB_ADORAMUS:
  1207. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1208. 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));
  1209. break;
  1210. case WL_CRIMSONROCK:
  1211. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1212. break;
  1213. case WL_COMET:
  1214. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1215. break;
  1216. case WL_EARTHSTRAIN:
  1217. {
  1218. int i;
  1219. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1220. for( i = 0; i < skill_lv; i++ )
  1221. skill_strip_equip(src,bl,pos[i],5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1222. }
  1223. break;
  1224. case WL_JACKFROST:
  1225. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1226. break;
  1227. case RA_WUGBITE: {
  1228. 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);
  1229. if (wug_rate < 50)
  1230. wug_rate = 50;
  1231. 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))) );
  1232. }
  1233. break;
  1234. case RA_SENSITIVEKEEN:
  1235. if( rnd()%100 < 8 * skill_lv )
  1236. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1237. break;
  1238. case RA_FIRINGTRAP:
  1239. case RA_ICEBOUNDTRAP:
  1240. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 50 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1241. break;
  1242. case NC_PILEBUNKER:
  1243. if( rnd()%100 < 25 + 15*skill_lv ) {
  1244. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1245. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1246. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1247. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1248. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1249. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1250. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1251. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1252. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1253. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1254. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1255. }
  1256. break;
  1257. case NC_FLAMELAUNCHER:
  1258. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1259. break;
  1260. case NC_COLDSLOWER:
  1261. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1262. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1263. break;
  1264. case NC_POWERSWING:
  1265. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1266. if( rnd()%100 < 5*skill_lv )
  1267. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1268. break;
  1269. case GC_WEAPONCRUSH:
  1270. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1271. break;
  1272. case LG_SHIELDPRESS:
  1273. 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));
  1274. break;
  1275. case LG_PINPOINTATTACK:
  1276. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1277. switch( skill_lv ) {
  1278. case 1:
  1279. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1280. break;
  1281. case 2:
  1282. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1283. break;
  1284. case 3:
  1285. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1286. break;
  1287. case 4:
  1288. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1289. break;
  1290. case 5:
  1291. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1292. break;
  1293. }
  1294. break;
  1295. case LG_MOONSLASHER:
  1296. rate = 32 + 8 * skill_lv;
  1297. 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.
  1298. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1299. else if( dstmd && !is_boss(bl) )
  1300. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1301. break;
  1302. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1303. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1304. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1305. break;
  1306. case LG_EARTHDRIVE:
  1307. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1308. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1309. break;
  1310. case LG_HESPERUSLIT:
  1311. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1312. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1313. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1314. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1315. break;
  1316. case SR_DRAGONCOMBO:
  1317. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1318. break;
  1319. case SR_FALLENEMPIRE:
  1320. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1321. break;
  1322. case SR_WINDMILL:
  1323. if( dstsd )
  1324. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1325. else if( dstmd && !is_boss(bl) )
  1326. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1327. break;
  1328. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1329. 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));
  1330. break;
  1331. case SR_EARTHSHAKER:
  1332. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1333. break;
  1334. case SR_HOWLINGOFLION:
  1335. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1336. break;
  1337. case WM_SOUND_OF_DESTRUCTION:
  1338. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1339. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1340. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1341. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1342. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1343. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1344. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1345. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1346. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1347. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1348. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1349. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1350. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1351. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1352. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1353. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1354. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1355. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1356. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1357. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1358. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1359. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1360. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1361. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1362. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1363. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1364. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1365. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1366. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1367. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1368. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1369. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1370. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1371. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1372. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1373. }
  1374. break;
  1375. case SO_EARTHGRAVE:
  1376. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1377. break;
  1378. case SO_DIAMONDDUST:
  1379. rate = 5 + 5 * skill_lv;
  1380. if( sc && sc->data[SC_COOLER_OPTION] )
  1381. rate += (sd ? sd->status.job_level / 5 : 0);
  1382. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1383. break;
  1384. case SO_VARETYR_SPEAR:
  1385. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1386. break;
  1387. case GN_SLINGITEM_RANGEMELEEATK:
  1388. if( sd ) {
  1389. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1390. case ITEMID_COCONUT_BOMB:
  1391. sc_start(src,bl, SC_STUN, 100, skill_lv, 10000);
  1392. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, 10000);
  1393. break;
  1394. case ITEMID_MELON_BOMB:
  1395. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, 60000);
  1396. break;
  1397. case ITEMID_BANANA_BOMB:
  1398. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 60000);
  1399. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, sd->status.job_level + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status_get_lv(bl) + status_get_lv(src), skill_lv, 3000);
  1400. break;
  1401. }
  1402. sd->itemid = -1;
  1403. }
  1404. break;
  1405. case GN_HELLS_PLANT_ATK:
  1406. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1407. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1408. break;
  1409. case EL_WIND_SLASH: // Non confirmed rate.
  1410. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1411. break;
  1412. case EL_STONE_HAMMER:
  1413. rate = 10 * skill_lv;
  1414. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1415. break;
  1416. case EL_ROCK_CRUSHER:
  1417. case EL_ROCK_CRUSHER_ATK:
  1418. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1419. break;
  1420. case EL_TYPOON_MIS:
  1421. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1422. break;
  1423. case KO_JYUMONJIKIRI:
  1424. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1425. break;
  1426. case KO_SETSUDAN:
  1427. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1428. break;
  1429. case KO_MAKIBISHI:
  1430. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1431. break;
  1432. case MH_LAVA_SLIDE:
  1433. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1434. break;
  1435. case MH_STAHL_HORN:
  1436. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1437. break;
  1438. case MH_NEEDLE_OF_PARALYZE:
  1439. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1440. break;
  1441. case MH_SILVERVEIN_RUSH:
  1442. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1443. break;
  1444. case MH_MIDNIGHT_FRENZY:
  1445. {
  1446. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1447. int spiritball = (hd?hd->homunculus.spiritball:1);
  1448. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1449. }
  1450. break;
  1451. case MH_XENO_SLASHER:
  1452. sc_start4(src,bl,SC_BLEEDING,10 * skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1453. break;
  1454. case WL_HELLINFERNO:
  1455. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1456. break;
  1457. case NC_MAGMA_ERUPTION:
  1458. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1459. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1460. break;
  1461. case GC_DARKCROW:
  1462. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1463. break;
  1464. case GN_ILLUSIONDOPING:
  1465. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1466. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1467. break;
  1468. case RL_MASS_SPIRAL:
  1469. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1470. break;
  1471. case RL_SLUGSHOT:
  1472. if (bl->type != BL_PC)
  1473. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1474. break;
  1475. case RL_BANISHING_BUSTER:
  1476. {
  1477. //kRO update 2014-02-12. 100% chance to remove random buff(s) (1/2/3/4/5)
  1478. //TODO:
  1479. //- Confirm the removeable buffs. I'm using SA_DISPEL behavior
  1480. //- Make this removes 'random' buffs
  1481. uint16 i, n = skill_lv;
  1482. if (!tsc || !tsc->count)
  1483. break;
  1484. if (status_isimmune(bl))
  1485. break;
  1486. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1487. if (sd)
  1488. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1489. break;
  1490. }
  1491. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1492. if (!tsc->data[i])
  1493. continue;
  1494. switch (i) {
  1495. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1496. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1497. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1498. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1499. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1500. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1501. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1502. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  1503. case SC_EDP: case SC_AUTOBERSERK:
  1504. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1505. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1506. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1507. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1508. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1509. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1510. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1511. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1512. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1513. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1514. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1515. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1516. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1517. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1518. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1519. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1520. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  1521. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1522. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  1523. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  1524. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  1525. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  1526. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  1527. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  1528. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  1529. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1530. case SC_HAWKEYES: case SC_PUSH_CART:
  1531. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  1532. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  1533. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  1534. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  1535. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  1536. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  1537. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  1538. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1539. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  1540. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  1541. case SC_H_MINE: case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  1542. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1543. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  1544. #ifdef RENEWAL
  1545. case SC_EXTREMITYFIST2:
  1546. #endif
  1547. continue;
  1548. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1549. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1550. case SC_FORTUNE: case SC_SERVICE4U:
  1551. if(tsc->data[i]->val4==0)
  1552. continue; //if in song-area don't end it
  1553. break;
  1554. case SC_ASSUMPTIO:
  1555. if( bl->type == BL_MOB )
  1556. continue;
  1557. break;
  1558. }
  1559. 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.
  1560. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  1561. n--;
  1562. }
  1563. //Remove bonus_script by Banishing Buster
  1564. if (dstsd)
  1565. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1566. }
  1567. break;
  1568. case RL_S_STORM:
  1569. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1570. {
  1571. 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 };
  1572. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1573. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1574. BCT_ENEMY);
  1575. }
  1576. break;
  1577. case RL_AM_BLAST:
  1578. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1579. break;
  1580. case RL_HAMMER_OF_GOD:
  1581. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1582. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1583. break;
  1584. } //end switch skill_id
  1585. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1586. { //Pass heritage to Master for status causing effects. [Skotlex]
  1587. sd = map_id2sd(md->master_id);
  1588. src = sd?&sd->bl:src;
  1589. }
  1590. if( attack_type&BF_WEAPON )
  1591. { // Coma, Breaking Equipment
  1592. if( sd && sd->special_state.bonus_coma )
  1593. {
  1594. rate = sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1595. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1596. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1597. if (rate)
  1598. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1599. }
  1600. if( sd && battle_config.equip_self_break_rate )
  1601. { // Self weapon breaking
  1602. rate = battle_config.equip_natural_break_rate;
  1603. if( sc )
  1604. {
  1605. if(sc->data[SC_GIANTGROWTH])
  1606. rate += 10;
  1607. if(sc->data[SC_OVERTHRUST])
  1608. rate += 10;
  1609. if(sc->data[SC_MAXOVERTHRUST])
  1610. rate += 10;
  1611. }
  1612. if( rate )
  1613. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1614. }
  1615. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1616. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1617. // Target weapon breaking
  1618. rate = 0;
  1619. if( sd )
  1620. rate += sd->bonus.break_weapon_rate;
  1621. if( sc && sc->data[SC_MELTDOWN] )
  1622. rate += sc->data[SC_MELTDOWN]->val2;
  1623. if( rate )
  1624. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1625. // Target armor breaking
  1626. rate = 0;
  1627. if( sd )
  1628. rate += sd->bonus.break_armor_rate;
  1629. if( sc && sc->data[SC_MELTDOWN] )
  1630. rate += sc->data[SC_MELTDOWN]->val3;
  1631. if( rate )
  1632. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1633. }
  1634. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1635. if (sd->def_set_race[tstatus->race].rate)
  1636. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1637. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1638. if (sd->def_set_race[tstatus->race].rate)
  1639. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1640. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1641. }
  1642. }
  1643. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1644. struct unit_data *ud = unit_bl2ud(src);
  1645. if( sc->data[SC_WILD_STORM_OPTION] )
  1646. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1647. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1648. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1649. else if( sc->data[SC_TROPIC_OPTION] )
  1650. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1651. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1652. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1653. else
  1654. skill = 0;
  1655. if ( rnd()%100 < 25 && skill ){
  1656. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1657. if (ud) {
  1658. rate = skill_delayfix(src, skill, skill_lv);
  1659. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1660. ud->canact_tick = tick+rate;
  1661. if ( battle_config.display_status_timers )
  1662. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1663. }
  1664. }
  1665. }
  1666. }
  1667. // Autospell when attacking
  1668. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1669. {
  1670. struct block_list *tbl;
  1671. struct unit_data *ud;
  1672. int i, autospl_skill_lv, type;
  1673. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1674. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1675. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1676. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1677. continue; // one or more trigger conditions were not fulfilled
  1678. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1679. sd->state.autocast = 1;
  1680. if ( skill_isNotOk(skill, sd) )
  1681. continue;
  1682. sd->state.autocast = 0;
  1683. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1684. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1685. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1686. if (rnd()%1000 >= rate)
  1687. continue;
  1688. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1689. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1690. int maxcount = 0;
  1691. if( !(BL_PC&battle_config.skill_reiteration) &&
  1692. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1693. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1694. )
  1695. continue;
  1696. if( BL_PC&battle_config.skill_nofootset &&
  1697. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1698. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1699. )
  1700. continue;
  1701. if( BL_PC&battle_config.land_skill_limit &&
  1702. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1703. ) {
  1704. int v;
  1705. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1706. if(sd->ud.skillunit[v]->skill_id == skill)
  1707. maxcount--;
  1708. }
  1709. if( maxcount == 0 )
  1710. continue;
  1711. }
  1712. }
  1713. if( battle_config.autospell_check_range &&
  1714. !battle_check_range(src, tbl, skill_get_range2(src, skill,autospl_skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1715. continue;
  1716. if (skill == AS_SONICBLOW)
  1717. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1718. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1719. type = CAST_GROUND;
  1720. sd->state.autocast = 1;
  1721. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1722. skill_toggle_magicpower(src, skill);
  1723. switch (type) {
  1724. case CAST_GROUND:
  1725. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1726. break;
  1727. case CAST_NODAMAGE:
  1728. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1729. break;
  1730. case CAST_DAMAGE:
  1731. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1732. break;
  1733. }
  1734. sd->state.autocast = 0;
  1735. //Set canact delay. [Skotlex]
  1736. ud = unit_bl2ud(src);
  1737. if (ud) {
  1738. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1739. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1740. ud->canact_tick = tick+rate;
  1741. if ( battle_config.display_status_timers && sd )
  1742. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1743. }
  1744. }
  1745. }
  1746. }
  1747. //Autobonus when attacking
  1748. if( sd && sd->autobonus[0].rate )
  1749. {
  1750. int i;
  1751. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1752. {
  1753. if( rnd()%1000 >= sd->autobonus[i].rate )
  1754. continue;
  1755. if( sd->autobonus[i].active != INVALID_TIMER )
  1756. continue;
  1757. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1758. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1759. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1760. continue; // one or more trigger conditions were not fulfilled
  1761. pc_exeautobonus(sd,&sd->autobonus[i]);
  1762. }
  1763. }
  1764. //Polymorph
  1765. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1766. dstmd && !(tstatus->mode&MD_BOSS) &&
  1767. (rnd()%10000 < sd->bonus.classchange))
  1768. {
  1769. struct mob_db *mob;
  1770. int class_;
  1771. skill = 0;
  1772. do {
  1773. do {
  1774. class_ = rnd() % MAX_MOB_DB;
  1775. } while (!mobdb_checkid(class_));
  1776. rate = rnd() % 1000000;
  1777. mob = mob_db(class_);
  1778. } while (
  1779. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1780. (skill++) < 2000);
  1781. if (skill < 2000)
  1782. mob_class_change(dstmd,class_);
  1783. }
  1784. return 0;
  1785. }
  1786. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1787. uint8 i;
  1788. struct block_list *tbl;
  1789. if( sd == NULL || !skill_id )
  1790. return 0;
  1791. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1792. int skill, skill_lv, type;
  1793. if( sd->autospell3[i].flag != skill_id )
  1794. continue;
  1795. if( sd->autospell3[i].lock )
  1796. continue; // autospell already being executed
  1797. skill = sd->autospell3[i].id;
  1798. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1799. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1800. continue;
  1801. sd->state.autocast = 0;
  1802. if( skill >= 0 && bl == NULL )
  1803. continue; // No target
  1804. if( rnd()%1000 >= sd->autospell3[i].rate )
  1805. continue;
  1806. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1807. if( skill < 0 ) {
  1808. tbl = &sd->bl;
  1809. skill *= -1;
  1810. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1811. }
  1812. else
  1813. tbl = bl;
  1814. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1815. int maxcount = 0;
  1816. if( !(BL_PC&battle_config.skill_reiteration) &&
  1817. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1818. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1819. continue;
  1820. if( BL_PC&battle_config.skill_nofootset &&
  1821. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1822. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1823. continue;
  1824. if( BL_PC&battle_config.land_skill_limit &&
  1825. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1826. {
  1827. int v;
  1828. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1829. if(sd->ud.skillunit[v]->skill_id == skill)
  1830. maxcount--;
  1831. }
  1832. if( maxcount == 0 )
  1833. continue;
  1834. }
  1835. }
  1836. if( battle_config.autospell_check_range &&
  1837. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1838. continue;
  1839. sd->state.autocast = 1;
  1840. sd->autospell3[i].lock = true;
  1841. skill_consume_requirement(sd,skill,skill_lv,1);
  1842. switch( type ) {
  1843. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1844. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1845. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1846. }
  1847. sd->autospell3[i].lock = false;
  1848. sd->state.autocast = 0;
  1849. }
  1850. if( sd && sd->autobonus3[0].rate ) {
  1851. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1852. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1853. continue;
  1854. if( sd->autobonus3[i].active != INVALID_TIMER )
  1855. continue;
  1856. if( sd->autobonus3[i].atk_type != skill_id )
  1857. continue;
  1858. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1859. }
  1860. }
  1861. return 1;
  1862. }
  1863. /* Splitted off from skill_additional_effect, which is never called when the
  1864. * attack skill kills the enemy. Place in this function counter status effects
  1865. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1866. * from cards) that will take effect on the source, not the target. [Skotlex]
  1867. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1868. * type of skills, so not every instance of skill_additional_effect needs a call
  1869. * to this one.
  1870. */
  1871. 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)
  1872. {
  1873. int rate;
  1874. struct map_session_data *sd=NULL;
  1875. struct map_session_data *dstsd=NULL;
  1876. nullpo_ret(src);
  1877. nullpo_ret(bl);
  1878. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1879. sd = BL_CAST(BL_PC, src);
  1880. dstsd = BL_CAST(BL_PC, bl);
  1881. if(dstsd && attack_type&BF_WEAPON)
  1882. { //Counter effects.
  1883. enum sc_type type;
  1884. int i, time;
  1885. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1886. {
  1887. rate = dstsd->addeff2[i].rate;
  1888. if (attack_type&BF_LONG)
  1889. rate+=dstsd->addeff2[i].arrow_rate;
  1890. if (!rate) continue;
  1891. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1892. { //Trigger has range consideration.
  1893. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1894. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1895. continue; //Range Failed.
  1896. }
  1897. type = dstsd->addeff2[i].id;
  1898. time = skill_get_time2(status_sc2skill(type),7);
  1899. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1900. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  1901. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1902. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  1903. }
  1904. }
  1905. switch(skill_id) {
  1906. case MO_EXTREMITYFIST:
  1907. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1908. break;
  1909. case GS_FULLBUSTER:
  1910. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1911. break;
  1912. case HFLI_SBR44: //[orn]
  1913. case HVAN_EXPLOSION:
  1914. if(src->type == BL_HOM){
  1915. TBL_HOM *hd = (TBL_HOM*)src;
  1916. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  1917. if (hd->master)
  1918. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1919. }
  1920. break;
  1921. case CR_GRANDCROSS:
  1922. case NPC_GRANDDARKNESS:
  1923. attack_type |= BF_WEAPON;
  1924. break;
  1925. case LG_HESPERUSLIT:
  1926. {
  1927. struct status_change *sc = status_get_sc(src);
  1928. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  1929. char i;
  1930. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  1931. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  1932. }
  1933. }
  1934. break;
  1935. }
  1936. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1937. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1938. 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);
  1939. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1940. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1941. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1942. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1943. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1944. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1945. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1946. }
  1947. if( sd && status_isdead(bl) ) {
  1948. int sp = 0, hp = 0;
  1949. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1950. sp += sd->bonus.sp_gain_value;
  1951. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  1952. hp += sd->bonus.hp_gain_value;
  1953. }
  1954. if( attack_type&BF_MAGIC ) {
  1955. sp += sd->bonus.magic_sp_gain_value;
  1956. hp += sd->bonus.magic_hp_gain_value;
  1957. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1958. struct status_change *sc = NULL;
  1959. if( ( sc = status_get_sc(src) ) ) {
  1960. if(sc->data[SC_SPIRIT] &&
  1961. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1962. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1963. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1964. }
  1965. }
  1966. }
  1967. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1968. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1969. }
  1970. }
  1971. // Trigger counter-spells to retaliate against damage causing skills.
  1972. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1973. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1974. {
  1975. struct block_list *tbl;
  1976. struct unit_data *ud;
  1977. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  1978. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1979. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  1980. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  1981. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  1982. continue; // one or more trigger conditions were not fulfilled
  1983. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1984. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1985. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1986. autospl_rate = dstsd->autospell2[i].rate;
  1987. //Physical range attacks only trigger autospells half of the time
  1988. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  1989. autospl_rate>>=1;
  1990. dstsd->state.autocast = 1;
  1991. if ( skill_isNotOk(autospl_skill_id, dstsd) )
  1992. continue;
  1993. dstsd->state.autocast = 0;
  1994. if (rnd()%1000 >= autospl_rate)
  1995. continue;
  1996. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1997. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  1998. int maxcount = 0;
  1999. if( !(BL_PC&battle_config.skill_reiteration) &&
  2000. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2001. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2002. )
  2003. continue;
  2004. if( BL_PC&battle_config.skill_nofootset &&
  2005. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2006. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2007. )
  2008. continue;
  2009. if( BL_PC&battle_config.land_skill_limit &&
  2010. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2011. ) {
  2012. int v;
  2013. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2014. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2015. maxcount--;
  2016. }
  2017. if( maxcount == 0 ) {
  2018. continue;
  2019. }
  2020. }
  2021. }
  2022. 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 )
  2023. continue;
  2024. dstsd->state.autocast = 1;
  2025. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2026. switch (type) {
  2027. case CAST_GROUND:
  2028. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2029. break;
  2030. case CAST_NODAMAGE:
  2031. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2032. break;
  2033. case CAST_DAMAGE:
  2034. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2035. break;
  2036. }
  2037. dstsd->state.autocast = 0;
  2038. //Set canact delay. [Skotlex]
  2039. ud = unit_bl2ud(bl);
  2040. if (ud) {
  2041. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2042. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2043. ud->canact_tick = tick+autospl_rate;
  2044. if ( battle_config.display_status_timers && dstsd )
  2045. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2046. }
  2047. }
  2048. }
  2049. }
  2050. //Autobonus when attacked
  2051. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2052. int i;
  2053. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2054. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2055. continue;
  2056. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2057. continue;
  2058. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2059. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2060. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2061. continue; // one or more trigger conditions were not fulfilled
  2062. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2063. }
  2064. }
  2065. return 0;
  2066. }
  2067. /*=========================================================================
  2068. Breaks equipment. On-non players causes the corresponding strip effect.
  2069. - rate goes from 0 to 10000 (100.00%)
  2070. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2071. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2072. --------------------------------------------------------------------------*/
  2073. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2074. {
  2075. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2076. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2077. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2078. struct status_change *sc = status_get_sc(bl);
  2079. int i;
  2080. TBL_PC *sd;
  2081. sd = BL_CAST(BL_PC, bl);
  2082. if (sc && !sc->count)
  2083. sc = NULL;
  2084. if (sd) {
  2085. if (sd->bonus.unbreakable_equip)
  2086. where &= ~sd->bonus.unbreakable_equip;
  2087. if (sd->bonus.unbreakable)
  2088. rate -= rate*sd->bonus.unbreakable/100;
  2089. if (where&EQP_WEAPON) {
  2090. switch (sd->status.weapon) {
  2091. case W_FIST: //Bare fists should not break :P
  2092. case W_1HAXE:
  2093. case W_2HAXE:
  2094. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2095. case W_2HMACE:
  2096. case W_STAFF:
  2097. case W_2HSTAFF:
  2098. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2099. case W_HUUMA:
  2100. where &= ~EQP_WEAPON;
  2101. }
  2102. }
  2103. }
  2104. if (flag&BCT_ENEMY) {
  2105. if (battle_config.equip_skill_break_rate != 100)
  2106. rate = rate*battle_config.equip_skill_break_rate/100;
  2107. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2108. if (battle_config.equip_self_break_rate != 100)
  2109. rate = rate*battle_config.equip_self_break_rate/100;
  2110. }
  2111. for (i = 0; i < 4; i++) {
  2112. if (where&where_list[i]) {
  2113. if (sc && sc->count && sc->data[scdef[i]])
  2114. where&=~where_list[i];
  2115. else if (rnd()%10000 >= rate)
  2116. where&=~where_list[i];
  2117. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2118. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2119. }
  2120. }
  2121. if (!where) //Nothing to break.
  2122. return 0;
  2123. if (sd) {
  2124. for (i = 0; i < EQI_MAX; i++) {
  2125. short j = sd->equip_index[i];
  2126. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2127. continue;
  2128. switch(i) {
  2129. case EQI_HEAD_TOP: //Upper Head
  2130. flag = (where&EQP_HELM);
  2131. break;
  2132. case EQI_ARMOR: //Body
  2133. flag = (where&EQP_ARMOR);
  2134. break;
  2135. case EQI_HAND_R: //Left/Right hands
  2136. case EQI_HAND_L:
  2137. flag = (
  2138. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2139. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2140. break;
  2141. case EQI_SHOES:
  2142. flag = (where&EQP_SHOES);
  2143. break;
  2144. case EQI_GARMENT:
  2145. flag = (where&EQP_GARMENT);
  2146. break;
  2147. default:
  2148. continue;
  2149. }
  2150. if (flag) {
  2151. sd->status.inventory[j].attribute = 1;
  2152. pc_unequipitem(sd, j, 3);
  2153. }
  2154. }
  2155. clif_equiplist(sd);
  2156. }
  2157. return where; //Return list of pieces broken.
  2158. }
  2159. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2160. {
  2161. struct status_change *sc;
  2162. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2163. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2164. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2165. int i;
  2166. if (rnd()%100 >= rate)
  2167. return 0;
  2168. sc = status_get_sc(bl);
  2169. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2170. return 0;
  2171. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2172. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2173. where&=~pos[i];
  2174. }
  2175. if (!where) return 0;
  2176. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2177. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2178. where&=~pos[i];
  2179. }
  2180. return where?1:0;
  2181. }
  2182. /* Stores temporary values.
  2183. * Common usages:
  2184. * [0] holds number of targets in area
  2185. * [1] holds the id of the original target
  2186. * [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)
  2187. */
  2188. static int skill_area_temp[8];
  2189. /**
  2190. Used to knock back players, monsters, traps, etc
  2191. * @param src Object that give knock back
  2192. * @param target Object that receive knock back
  2193. * @param count Number of knock back cell requested
  2194. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2195. * @param flag
  2196. 0x01 - position update packets must not be sent;
  2197. 0x02 - ignores players' special_state.no_knockback;
  2198. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2199. 0x04 - at WOE/BG map;
  2200. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2201. 0x10 - if target has 'special_state.no_knockback';
  2202. 0x20 - if target is in Basilica area;
  2203. * @return Number of knocked back cells done
  2204. */
  2205. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2206. {
  2207. int dx = 0, dy = 0;
  2208. uint8 reason = 0, checkflag = 0;
  2209. nullpo_ret(src);
  2210. nullpo_ret(target);
  2211. if (!count)
  2212. return count; // Actual knockback distance is 0.
  2213. // Create flag needed in unit_blown_immune
  2214. if(src != target)
  2215. checkflag |= 0x1; // Offensive
  2216. if(!(flag&0x2))
  2217. checkflag |= 0x2; // Knockback type
  2218. if(is_boss(src))
  2219. checkflag |= 0x4; // Boss attack
  2220. // Get reason and check for flags
  2221. reason = unit_blown_immune(target, checkflag);
  2222. switch(reason) {
  2223. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2224. case 2: return count; // Emperium can't be knocked back
  2225. case 3: return ((flag&0x08) ? count : 0); // Bosses or immune can't be knocked back
  2226. case 4: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2227. case 5: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2228. case 6: return count; // Trap cannot be knocked back
  2229. }
  2230. if (dir == -1) // <optimized>: do the computation here instead of outside
  2231. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2232. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2233. dx = -dirx[dir];
  2234. dy = -diry[dir];
  2235. }
  2236. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2237. }
  2238. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2239. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2240. // In case of success returns type of reflection, otherwise 0
  2241. // 1 - Regular reflection (Maya)
  2242. // 2 - SL_KAITE reflection
  2243. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2244. {
  2245. struct status_change *sc = status_get_sc(bl);
  2246. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2247. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2248. return 0;
  2249. // item-based reflection
  2250. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2251. return 1;
  2252. if( is_boss(src) )
  2253. return 0;
  2254. // status-based reflection
  2255. if( !sc || sc->count == 0 )
  2256. return 0;
  2257. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2258. return 1;
  2259. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2260. {// Kaite only works against non-players if they are low-level.
  2261. clif_specialeffect(bl, 438, AREA);
  2262. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2263. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2264. return 2;
  2265. }
  2266. return 0;
  2267. }
  2268. /**
  2269. * Checks whether a skill can be used in combos or not
  2270. * @param skill_id: Target skill
  2271. * @return true: Skill is a combo, false: otherwise
  2272. * @author Panikon
  2273. */
  2274. bool skill_is_combo(uint16 skill_id) {
  2275. switch(skill_id) {
  2276. case MO_CHAINCOMBO:
  2277. case MO_COMBOFINISH:
  2278. case CH_TIGERFIST:
  2279. case CH_CHAINCRUSH:
  2280. case MO_EXTREMITYFIST:
  2281. case TK_TURNKICK:
  2282. case TK_STORMKICK:
  2283. case TK_DOWNKICK:
  2284. case TK_COUNTER:
  2285. case TK_JUMPKICK:
  2286. case HT_POWER:
  2287. case GC_COUNTERSLASH:
  2288. case GC_WEAPONCRUSH:
  2289. case SR_FALLENEMPIRE:
  2290. case SR_DRAGONCOMBO:
  2291. case SR_TIGERCANNON:
  2292. case SR_GATEOFHELL:
  2293. return true;
  2294. }
  2295. return false;
  2296. }
  2297. /*
  2298. * Combo handler, start stop combo status
  2299. */
  2300. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2301. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2302. switch (skill_id) {
  2303. case MH_MIDNIGHT_FRENZY:
  2304. case MH_EQC:
  2305. {
  2306. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2307. short idx = hom_skill_get_index(skill_id2);
  2308. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2309. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2310. if (idx == -1)
  2311. break;
  2312. sd = hd->master;
  2313. hd->homunculus.hskill[idx].flag= flag;
  2314. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2315. }
  2316. break;
  2317. case MO_COMBOFINISH:
  2318. case CH_TIGERFIST:
  2319. case CH_CHAINCRUSH:
  2320. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2321. break;
  2322. case TK_JUMPKICK:
  2323. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2324. break;
  2325. case MO_TRIPLEATTACK:
  2326. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2327. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2328. break;
  2329. case SR_FALLENEMPIRE:
  2330. if (sd){
  2331. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2332. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2333. }
  2334. break;
  2335. }
  2336. }
  2337. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2338. int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2339. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2340. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2341. struct status_change_entry *sce;
  2342. TBL_PC *sd = BL_CAST(BL_PC,src);
  2343. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2344. struct status_change *sc = status_get_sc(src);
  2345. if(sc == NULL) return;
  2346. //End previous combo state after skill is invoked
  2347. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2348. switch (skill_id) {
  2349. case TK_TURNKICK:
  2350. case TK_STORMKICK:
  2351. case TK_DOWNKICK:
  2352. case TK_COUNTER:
  2353. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2354. sce->val1 = skill_id; //Update combo-skill
  2355. sce->val3 = skill_id;
  2356. if( sce->timer != INVALID_TIMER )
  2357. delete_timer(sce->timer, status_change_timer);
  2358. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2359. break;
  2360. }
  2361. unit_cancel_combo(src); // Cancel combo wait
  2362. break;
  2363. default:
  2364. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2365. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2366. }
  2367. }
  2368. //start new combo
  2369. if(sd){ //player only
  2370. switch(skill_id) {
  2371. case MO_TRIPLEATTACK:
  2372. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2373. duration = 1;
  2374. break;
  2375. case MO_CHAINCOMBO:
  2376. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2377. duration = 1;
  2378. break;
  2379. case MO_COMBOFINISH:
  2380. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2381. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2382. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2383. duration = 1;
  2384. case CH_TIGERFIST:
  2385. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2386. duration = 1;
  2387. case CH_CHAINCRUSH:
  2388. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2389. duration = 1;
  2390. break;
  2391. case AC_DOUBLE:
  2392. if( pc_checkskill(sd, HT_POWER)) {
  2393. duration = 2000;
  2394. nodelay = 1; //Neither gives walk nor attack delay
  2395. target_id = 0; //Does not need to be used on previous target
  2396. }
  2397. break;
  2398. case SR_DRAGONCOMBO:
  2399. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2400. duration = 1;
  2401. break;
  2402. case SR_FALLENEMPIRE:
  2403. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2404. duration = 1;
  2405. break;
  2406. }
  2407. }
  2408. else { //other
  2409. switch(skill_id) {
  2410. case MH_TINDER_BREAKER:
  2411. case MH_CBC:
  2412. case MH_SONIC_CRAW:
  2413. case MH_SILVERVEIN_RUSH:
  2414. if(hd->homunculus.spiritball > 0) duration = 2000;
  2415. nodelay = 1;
  2416. break;
  2417. case MH_EQC:
  2418. case MH_MIDNIGHT_FRENZY:
  2419. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2420. nodelay = 1;
  2421. break;
  2422. }
  2423. }
  2424. if (duration) { //Possible to chain
  2425. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2426. duration = max(status_get_amotion(src),duration); //Never less than aMotion
  2427. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2428. clif_combo_delay(src, duration);
  2429. }
  2430. }
  2431. /**
  2432. * Copy skill by Plagiarism or Reproduce
  2433. * @param src: The caster
  2434. * @param bl: The target
  2435. * @param skill_id: Skill that casted
  2436. * @param skill_lv: Skill level of the casted skill
  2437. */
  2438. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2439. {
  2440. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2441. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2442. return;
  2443. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2444. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2445. return;
  2446. else {
  2447. uint16 idx;
  2448. unsigned char lv;
  2449. // Copy Referal: dummy skills should point to their source upon copying
  2450. switch (skill_id) {
  2451. case AB_DUPLELIGHT_MELEE:
  2452. case AB_DUPLELIGHT_MAGIC:
  2453. skill_id = AB_DUPLELIGHT;
  2454. break;
  2455. case WL_CHAINLIGHTNING_ATK:
  2456. skill_id = WL_CHAINLIGHTNING;
  2457. break;
  2458. case LG_OVERBRAND_BRANDISH:
  2459. case LG_OVERBRAND_PLUSATK:
  2460. skill_id = LG_OVERBRAND;
  2461. break;
  2462. case WM_REVERBERATION_MELEE:
  2463. case WM_REVERBERATION_MAGIC:
  2464. skill_id = WM_REVERBERATION;
  2465. break;
  2466. case WM_SEVERE_RAINSTORM_MELEE:
  2467. skill_id = WM_SEVERE_RAINSTORM;
  2468. break;
  2469. case GN_CRAZYWEED_ATK:
  2470. skill_id = GN_CRAZYWEED;
  2471. break;
  2472. case GN_HELLS_PLANT_ATK:
  2473. skill_id = GN_HELLS_PLANT;
  2474. break;
  2475. case GN_SLINGITEM_RANGEMELEEATK:
  2476. skill_id = GN_SLINGITEM;
  2477. break;
  2478. }
  2479. //Use skill index, avoiding out-of-bound array [Cydh]
  2480. if (!(idx = skill_get_index(skill_id)))
  2481. return;
  2482. switch (skill_isCopyable(tsd,idx)) {
  2483. case 1: //Copied by Plagiarism
  2484. {
  2485. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2486. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2487. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2488. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2489. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2490. }
  2491. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2492. tsd->cloneskill_idx = idx;
  2493. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,skill_id);
  2494. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2495. }
  2496. break;
  2497. case 2: //Copied by Reproduce
  2498. {
  2499. struct status_change *tsc = status_get_sc(bl);
  2500. //Already did SC check
  2501. //Skill level copied depends on Reproduce skill that used
  2502. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2503. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2504. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2505. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2506. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2507. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2508. }
  2509. //Level dependent and limitation.
  2510. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2511. lv = min(lv,skill_get_max(skill_id));
  2512. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2513. lv = min(lv,skill_lv);
  2514. tsd->reproduceskill_idx = idx;
  2515. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,skill_id);
  2516. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2517. }
  2518. break;
  2519. default: return;
  2520. }
  2521. tsd->status.skill[idx].id = skill_id;
  2522. tsd->status.skill[idx].lv = lv;
  2523. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2524. clif_addskill(tsd,skill_id);
  2525. }
  2526. }
  2527. /**
  2528. * Knockback the target on skill_attack
  2529. * @param src is the master behind the attack
  2530. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2531. * @param target is the target to be attacked.
  2532. * @param blewcount
  2533. * @param skill_id
  2534. * @param skill_lv
  2535. * @param damage
  2536. * @param tick
  2537. * @param flag can hold a bunch of information:
  2538. */
  2539. 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) {
  2540. int8 dir = -1; // Default direction
  2541. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2542. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2543. if (!blewcount || target == dsrc || status_isdead(target))
  2544. return;
  2545. // Skill specific direction
  2546. switch (skill_id) {
  2547. case MG_FIREWALL:
  2548. case PR_SANCTUARY:
  2549. case GN_WALLOFTHORN:
  2550. case EL_FIRE_MANTLE:
  2551. dir = unit_getdir(target); // Backwards
  2552. break;
  2553. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2554. case WZ_STORMGUST:
  2555. if(!battle_config.stormgust_knockback)
  2556. dir = rand()%8;
  2557. break;
  2558. case WL_CRIMSONROCK:
  2559. dir = map_calc_dir(target,skill_area_temp[4],skill_area_temp[5]);
  2560. break;
  2561. case MC_CARTREVOLUTION:
  2562. if (battle_config.cart_revo_knockback)
  2563. dir = 6; // Official servers push target to the West
  2564. break;
  2565. case AC_SHOWER:
  2566. if (!battle_config.arrow_shower_knockback)
  2567. dir = map_calc_dir(target, src->x, src->y);
  2568. break;
  2569. }
  2570. // Blown-specific handling
  2571. switch( skill_id ) {
  2572. case LG_OVERBRAND_BRANDISH:
  2573. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2574. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2575. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2576. break;
  2577. case SR_KNUCKLEARROW:
  2578. {
  2579. short x = target->x, y = target->y;
  2580. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2581. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2582. // (bugreport:9096)
  2583. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2584. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2585. dir_ka = -1;
  2586. // Move attacker to the target position after knocked back
  2587. if ((target->x != x || target->y != y) && unit_movepos(src,target->x,target->y,1,1))
  2588. clif_blown(src);
  2589. }
  2590. break;
  2591. case RL_R_TRIP:
  2592. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2593. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2594. break;
  2595. case RL_SLUGSHOT:
  2596. skill_blown(dsrc,target,blewcount,dir, 0);
  2597. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2598. break;
  2599. default:
  2600. skill_blown(dsrc,target,blewcount,dir, 0);
  2601. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2602. TBL_SKILL *su = (TBL_SKILL*)target;
  2603. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2604. skill_blown(src, target, 3, -1, 0);
  2605. }
  2606. break;
  2607. }
  2608. clif_fixpos(target);
  2609. }
  2610. /*
  2611. * =========================================================================
  2612. * Does a skill attack with the given properties.
  2613. * @param src is the master behind the attack (player/mob/pet)
  2614. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2615. * @param bl is the target to be attacked.
  2616. * @param flag can hold a bunch of information:
  2617. * flag&1
  2618. * flag&2 - Disable re-triggered by double casting
  2619. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2620. *
  2621. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2622. * (usually holds number of targets, or just 1 for simple splash attacks)
  2623. *
  2624. * flag&0xF000 - Values from enum e_skill_display
  2625. * flag&0x3F0000 - Values from enum e_battle_check_target
  2626. *
  2627. * flag&0x1000000 - Return 0 if damage was reflected
  2628. *-------------------------------------------------------------------------*/
  2629. 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)
  2630. {
  2631. struct Damage dmg;
  2632. struct status_data *sstatus, *tstatus;
  2633. struct status_change *sc, *tsc;
  2634. struct map_session_data *sd, *tsd;
  2635. int64 damage;
  2636. int8 rmdamage = 0;//magic reflected
  2637. int type;
  2638. bool shadow_flag = false;
  2639. bool additional_effects = true;
  2640. if(skill_id > 0 && !skill_lv)
  2641. return 0;
  2642. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2643. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2644. nullpo_ret(bl); //Target to be attacked.
  2645. if (src != dsrc) {
  2646. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2647. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2648. return 0;
  2649. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2650. //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]
  2651. if (!status_check_skilluse(src, bl, skill_id, 2))
  2652. return 0;
  2653. }
  2654. sd = BL_CAST(BL_PC, src);
  2655. tsd = BL_CAST(BL_PC, bl);
  2656. sstatus = status_get_status_data(src);
  2657. tstatus = status_get_status_data(bl);
  2658. sc= status_get_sc(src);
  2659. tsc= status_get_sc(bl);
  2660. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2661. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2662. if (tsc && tsc->data[SC_TRICKDEAD])
  2663. return 0;
  2664. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2665. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2666. return 0;
  2667. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2668. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2669. // Adjusted to the new system [Skotlex]
  2670. if( src->type == BL_PET ) { // [Valaris]
  2671. struct pet_data *pd = (TBL_PET*)src;
  2672. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2673. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2674. int element = skill_get_ele(skill_id, skill_lv);
  2675. /*if (skill_id == -1) Does it ever worked?
  2676. element = sstatus->rhw.ele;*/
  2677. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2678. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2679. else
  2680. dmg.damage = pd->a_skill->damage; // Fixed damage
  2681. }
  2682. else
  2683. dmg.damage = 1*pd->a_skill->div_;
  2684. dmg.damage2 = 0;
  2685. dmg.div_= pd->a_skill->div_;
  2686. }
  2687. }
  2688. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2689. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2690. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2691. { //Magic reflection, switch caster/target
  2692. struct block_list *tbl = bl;
  2693. rmdamage = 1;
  2694. bl = src;
  2695. src = tbl;
  2696. dsrc = tbl;
  2697. sd = BL_CAST(BL_PC, src);
  2698. tsd = BL_CAST(BL_PC, bl);
  2699. tsc = status_get_sc(bl);
  2700. if (tsc && !tsc->count)
  2701. tsc = NULL; //Don't need it.
  2702. /* bugreport:2564 flag&2 disables double casting trigger */
  2703. flag |= 2;
  2704. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2705. flag |= 4;
  2706. //Spirit of Wizard blocks Kaite's reflection
  2707. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2708. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2709. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2710. if (type >= 0) {
  2711. if ( tsd )
  2712. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2713. dmg.damage = dmg.damage2 = 0;
  2714. dmg.dmg_lv = ATK_MISS;
  2715. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2716. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2717. }
  2718. } else if( type != 2 ) /* Kaite bypasses */
  2719. additional_effects = false;
  2720. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2721. #if MAGIC_REFLECTION_TYPE
  2722. #ifdef RENEWAL
  2723. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2724. #else
  2725. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2726. // regardless of caster's equipment (Aegis 11.1)
  2727. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2728. #endif
  2729. short s_ele = skill_get_ele(skill_id, skill_lv);
  2730. if (s_ele == -1) // the skill takes the weapon's element
  2731. s_ele = sstatus->rhw.ele;
  2732. else if (s_ele == -2) //Use status element
  2733. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2734. else if( s_ele == -3 ) //Use random element
  2735. s_ele = rnd()%ELE_ALL;
  2736. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2737. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2738. struct status_data *status = status_get_status_data(bl);
  2739. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2740. per /=20; //Uses 20% SP intervals.
  2741. //SP Cost: 1% + 0.5% per every 20% SP
  2742. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2743. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2744. //Reduction: 6% + 6% every 20%
  2745. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2746. }
  2747. }
  2748. #endif
  2749. }
  2750. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2751. int sp = skill_get_sp(skill_id,skill_lv);
  2752. dmg.damage = dmg.damage2 = 0;
  2753. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2754. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2755. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2756. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2757. status_heal(bl, 0, sp, 2);
  2758. }
  2759. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rand()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2760. dmg.damage = dmg.damage2 = 0;
  2761. dmg.dmg_lv = ATK_MISS;
  2762. }
  2763. }
  2764. damage = dmg.damage + dmg.damage2;
  2765. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2766. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2767. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2768. damage = 1;
  2769. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2770. struct block_list *nbl;
  2771. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2772. if( nbl ){ // Only one target is chosen.
  2773. damage = damage / 2; // Deflect half of the damage to a target nearby
  2774. 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);
  2775. }
  2776. }
  2777. //Skill hit type
  2778. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2779. switch( skill_id ) {
  2780. case SC_TRIANGLESHOT:
  2781. if( rnd()%100 > (1 + skill_lv) )
  2782. dmg.blewcount = 0;
  2783. break;
  2784. default:
  2785. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2786. dmg.blewcount = 0; //only pushback when it hit for other
  2787. break;
  2788. }
  2789. switch( skill_id ) {
  2790. case CR_GRANDCROSS:
  2791. case NPC_GRANDDARKNESS:
  2792. if( battle_config.gx_disptype)
  2793. dsrc = src;
  2794. if( src == bl)
  2795. type = 4;
  2796. else
  2797. flag|= SD_ANIMATION;
  2798. break;
  2799. case NJ_TATAMIGAESHI: //For correct knockback.
  2800. dsrc = src;
  2801. flag|= SD_ANIMATION;
  2802. break;
  2803. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2804. int level;
  2805. if( sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2806. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2807. }
  2808. break;
  2809. case SL_STIN:
  2810. case SL_STUN:
  2811. if (skill_lv >= 7) {
  2812. struct status_change *sc_cur = status_get_sc(src);
  2813. if (sc_cur && !sc_cur->data[SC_SMA])
  2814. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2815. }
  2816. break;
  2817. case GS_FULLBUSTER:
  2818. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2819. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2820. break;
  2821. }
  2822. //combo handling
  2823. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2824. //Display damage.
  2825. switch( skill_id ) {
  2826. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2827. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2828. break;
  2829. //Skills that need be passed as a normal attack for the client to display correctly.
  2830. case HVAN_EXPLOSION:
  2831. case NPC_SELFDESTRUCTION:
  2832. if(src->type == BL_PC)
  2833. dmg.blewcount = 10;
  2834. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2835. // fall through
  2836. case KN_AUTOCOUNTER:
  2837. case NPC_CRITICALSLASH:
  2838. case TF_DOUBLE:
  2839. case GS_CHAINACTION:
  2840. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2);
  2841. break;
  2842. case AS_SPLASHER:
  2843. if( flag&SD_ANIMATION ) // the surrounding targets
  2844. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2845. else // the central target doesn't display an animation
  2846. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2847. break;
  2848. case WL_HELLINFERNO:
  2849. case SR_EARTHSHAKER:
  2850. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2851. break;
  2852. case WL_SOULEXPANSION:
  2853. case WL_COMET:
  2854. case KO_MUCHANAGE:
  2855. case NJ_HUUMA:
  2856. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2857. break;
  2858. case WL_CHAINLIGHTNING_ATK:
  2859. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2860. break;
  2861. case LG_OVERBRAND:
  2862. case LG_OVERBRAND_BRANDISH:
  2863. dmg.amotion = status_get_amotion(src) * 2;
  2864. case LG_OVERBRAND_PLUSATK:
  2865. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2866. break;
  2867. case EL_FIRE_BOMB:
  2868. case EL_FIRE_BOMB_ATK:
  2869. case EL_FIRE_WAVE:
  2870. case EL_FIRE_WAVE_ATK:
  2871. case EL_FIRE_MANTLE:
  2872. case EL_CIRCLE_OF_FIRE:
  2873. case EL_FIRE_ARROW:
  2874. case EL_ICE_NEEDLE:
  2875. case EL_WATER_SCREW:
  2876. case EL_WATER_SCREW_ATK:
  2877. case EL_WIND_SLASH:
  2878. case EL_TIDAL_WEAPON:
  2879. case EL_ROCK_CRUSHER:
  2880. case EL_ROCK_CRUSHER_ATK:
  2881. case EL_HURRICANE:
  2882. case EL_HURRICANE_ATK:
  2883. case KO_BAKURETSU:
  2884. case GN_CRAZYWEED_ATK:
  2885. case NC_MAGMA_ERUPTION:
  2886. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2887. break;
  2888. case GN_FIRE_EXPANSION_ACID:
  2889. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  2890. break;
  2891. case GN_SLINGITEM_RANGEMELEEATK:
  2892. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2893. break;
  2894. case EL_STONE_RAIN:
  2895. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2896. break;
  2897. case WM_SEVERE_RAINSTORM_MELEE:
  2898. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,5);
  2899. break;
  2900. case WM_REVERBERATION_MELEE:
  2901. case WM_REVERBERATION_MAGIC:
  2902. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2903. break;
  2904. case HT_CLAYMORETRAP:
  2905. case HT_BLASTMINE:
  2906. case HT_FLASHER:
  2907. case HT_FREEZINGTRAP:
  2908. case RA_CLUSTERBOMB:
  2909. case RA_FIRINGTRAP:
  2910. case RA_ICEBOUNDTRAP:
  2911. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2912. if( dsrc != src ) // avoid damage display redundancy
  2913. break;
  2914. case HT_LANDMINE:
  2915. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2916. break;
  2917. case WZ_SIGHTBLASTER:
  2918. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2919. break;
  2920. case RL_R_TRIP_PLUSATK:
  2921. case RL_BANISHING_BUSTER:
  2922. case RL_S_STORM:
  2923. case RL_SLUGSHOT:
  2924. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2925. break;
  2926. case AB_DUPLELIGHT_MELEE:
  2927. case AB_DUPLELIGHT_MAGIC:
  2928. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2929. default:
  2930. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2931. type = 5;
  2932. if( bl->type == BL_SKILL ){
  2933. TBL_SKILL *su = (TBL_SKILL*)bl;
  2934. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2935. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2936. }
  2937. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2938. break;
  2939. }
  2940. map_freeblock_lock();
  2941. 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]
  2942. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  2943. skill_do_copy(src,bl,skill_id,skill_lv);
  2944. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2945. { //Skills with can't walk delay also stop normal attacking for that
  2946. //duration when the attack connects. [Skotlex]
  2947. struct unit_data *ud = unit_bl2ud(src);
  2948. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2949. ud->attackabletime = tick + type;
  2950. }
  2951. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  2952. // Instant damage
  2953. if( !dmg.amotion ) {
  2954. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) || skill_id == HW_GRAVITATION) && !shadow_flag )
  2955. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2956. if( !status_isdead(bl) && additional_effects )
  2957. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2958. if( damage > 0 ) //Counter status effects [Skotlex]
  2959. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2960. }
  2961. // Blow!
  2962. if (!(flag&4))
  2963. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  2964. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2965. if( dmg.amotion ) {
  2966. if( shadow_flag ) {
  2967. if( !status_isdead(bl) && additional_effects )
  2968. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  2969. if( dmg.flag > ATK_BLOCK )
  2970. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  2971. } else
  2972. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2973. }
  2974. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION ) {
  2975. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2976. struct block_list *d_bl = map_id2bl(sce->val1);
  2977. if( d_bl && (
  2978. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2979. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2980. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2981. {
  2982. if(!rmdamage){
  2983. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2984. status_fix_damage(NULL,d_bl, damage, 0);
  2985. } else {
  2986. bool isDevotRdamage = false;
  2987. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rand()%100)
  2988. isDevotRdamage = true;
  2989. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  2990. // This check is only for magical skill.
  2991. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2992. clif_damage(bl,(!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2993. status_fix_damage(bl,(!isDevotRdamage) ? bl : d_bl, damage, 0);
  2994. }
  2995. }
  2996. else {
  2997. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2998. if( !dmg.amotion )
  2999. status_fix_damage(src,bl,damage,dmg.dmotion);
  3000. }
  3001. }
  3002. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  3003. if( skill_id == RG_INTIMIDATE ) {
  3004. int rate = 50 + skill_lv * 5;
  3005. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3006. if(rnd()%100 < rate)
  3007. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3008. } else if( skill_id == SC_FATALMENACE )
  3009. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  3010. }
  3011. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3012. dmg.flag |= BF_WEAPON;
  3013. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3014. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
  3015. {
  3016. if (battle_config.left_cardfix_to_right)
  3017. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3018. else
  3019. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3020. }
  3021. if( damage > 0 ) { // Post-damage effects
  3022. switch( skill_id ) {
  3023. case GC_VENOMPRESSURE: {
  3024. struct status_change *ssc = status_get_sc(src);
  3025. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3026. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3027. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3028. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3029. }
  3030. }
  3031. break;
  3032. case WM_METALICSOUND:
  3033. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3034. break;
  3035. }
  3036. if( sd )
  3037. skill_onskillusage(sd, bl, skill_id, tick);
  3038. }
  3039. if (!(flag&2) &&
  3040. (
  3041. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3042. ) &&
  3043. (tsc = status_get_sc(src)) &&
  3044. tsc->data[SC_DOUBLECAST] &&
  3045. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3046. {
  3047. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3048. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3049. }
  3050. map_freeblock_unlock();
  3051. if ((flag&0x1000000) && rmdamage == 1)
  3052. return 0; //Should return 0 when damage was reflected
  3053. return damage;
  3054. }
  3055. /*==========================================
  3056. * Sub function for recursive skill call.
  3057. * Checking bl battle flag and display damage
  3058. * then call func with source,target,skill_id,skill_lv,tick,flag
  3059. *------------------------------------------*/
  3060. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3061. int skill_area_sub(struct block_list *bl, va_list ap)
  3062. {
  3063. struct block_list *src;
  3064. uint16 skill_id,skill_lv;
  3065. int flag;
  3066. unsigned int tick;
  3067. SkillFunc func;
  3068. nullpo_ret(bl);
  3069. src = va_arg(ap,struct block_list *);
  3070. skill_id = va_arg(ap,int);
  3071. skill_lv = va_arg(ap,int);
  3072. tick = va_arg(ap,unsigned int);
  3073. flag = va_arg(ap,int);
  3074. func = va_arg(ap,SkillFunc);
  3075. if(battle_check_target(src,bl,flag) > 0) {
  3076. // several splash skills need this initial dummy packet to display correctly
  3077. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3078. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3079. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3080. skill_area_temp[2]++;
  3081. return func(src,bl,skill_id,skill_lv,tick,flag);
  3082. }
  3083. return 0;
  3084. }
  3085. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3086. {
  3087. struct skill_unit *unit;
  3088. uint16 skill_id,g_skill_id;
  3089. unit = (struct skill_unit *)bl;
  3090. if(bl->prev == NULL || bl->type != BL_SKILL)
  3091. return 0;
  3092. if(!unit->alive)
  3093. return 0;
  3094. skill_id = va_arg(ap,int);
  3095. g_skill_id = unit->group->skill_id;
  3096. switch (skill_id) {
  3097. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3098. if(g_skill_id == SA_LANDPROTECTOR)
  3099. break;
  3100. //Fall through
  3101. case MH_STEINWAND:
  3102. case MG_SAFETYWALL:
  3103. case SC_MAELSTROM:
  3104. case SO_ELEMENTAL_SHIELD:
  3105. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD)
  3106. return 0;
  3107. break;
  3108. case AL_WARP:
  3109. case HT_SKIDTRAP:
  3110. case MA_SKIDTRAP:
  3111. case HT_LANDMINE:
  3112. case MA_LANDMINE:
  3113. case HT_ANKLESNARE:
  3114. case HT_SHOCKWAVE:
  3115. case HT_SANDMAN:
  3116. case MA_SANDMAN:
  3117. case HT_FLASHER:
  3118. case HT_FREEZINGTRAP:
  3119. case MA_FREEZINGTRAP:
  3120. case HT_BLASTMINE:
  3121. case HT_CLAYMORETRAP:
  3122. case HT_TALKIEBOX:
  3123. case HP_BASILICA:
  3124. case RA_ELECTRICSHOCKER:
  3125. case RA_CLUSTERBOMB:
  3126. case RA_MAGENTATRAP:
  3127. case RA_COBALTTRAP:
  3128. case RA_MAIZETRAP:
  3129. case RA_VERDURETRAP:
  3130. case RA_FIRINGTRAP:
  3131. case RA_ICEBOUNDTRAP:
  3132. case SC_DIMENSIONDOOR:
  3133. case SC_BLOODYLUST:
  3134. case GN_THORNS_TRAP:
  3135. case GN_HELLS_PLANT:
  3136. case RL_B_TRAP:
  3137. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3138. 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)
  3139. return 0;
  3140. break;
  3141. default: //Avoid stacking with same kind of trap. [Skotlex]
  3142. if (g_skill_id != skill_id)
  3143. return 0;
  3144. break;
  3145. }
  3146. return 1;
  3147. }
  3148. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3149. {
  3150. //Non players do not check for the skill's splash-trigger area.
  3151. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3152. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3153. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3154. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3155. return 0;
  3156. }
  3157. range += layout_type;
  3158. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3159. }
  3160. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3161. {
  3162. uint16 skill_id;
  3163. if(bl->prev == NULL)
  3164. return 0;
  3165. skill_id = va_arg(ap,int);
  3166. if( status_isdead(bl) && skill_id != AL_WARP )
  3167. return 0;
  3168. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3169. return 0;
  3170. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3171. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3172. return 1;
  3173. }
  3174. /**
  3175. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3176. * @param bl Object that casted skill
  3177. * @param x Position x of the target
  3178. * @param y Position y of the target
  3179. * @param skill_id The casted skill
  3180. * @param skill_lv The skill Lv
  3181. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3182. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3183. */
  3184. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3185. {
  3186. int range = 0, type;
  3187. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3188. if (isNearNPC)
  3189. range = skill_get_splash(skill_id,skill_lv);
  3190. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3191. if (!isNearNPC || !range) {
  3192. switch (skill_id) { // to be expanded later
  3193. case WZ_ICEWALL:
  3194. range = 2;
  3195. break;
  3196. case SC_MANHOLE:
  3197. case GN_HELLS_PLANT:
  3198. range = 0;
  3199. break;
  3200. default: {
  3201. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3202. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3203. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3204. return 0;
  3205. }
  3206. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3207. }
  3208. break;
  3209. }
  3210. }
  3211. //Check the additional range [Cydh]
  3212. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3213. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3214. if (!isNearNPC) { //Doesn't check the NPC range
  3215. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3216. if (bl->type == BL_PC)
  3217. type = BL_CHAR;
  3218. else
  3219. type = BL_PC;
  3220. } else
  3221. type = BL_NPC;
  3222. return (!isNearNPC) ?
  3223. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3224. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3225. //isNearNPC is used to check range from NPC
  3226. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3227. }
  3228. /*==========================================
  3229. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3230. * Flag:
  3231. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3232. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3233. *------------------------------------------*/
  3234. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3235. {
  3236. struct status_data *status;
  3237. struct map_session_data *sd = NULL;
  3238. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3239. uint16 idx;
  3240. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3241. nullpo_ret(bl);
  3242. switch( bl->type )
  3243. {
  3244. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3245. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3246. }
  3247. status = status_get_status_data(bl);
  3248. if( (idx = skill_get_index(skill)) == 0 )
  3249. return 0;
  3250. lv = cap_value(lv, 1, MAX_SKILL_LEVEL);
  3251. // Requirements
  3252. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3253. {
  3254. itemid[i] = skill_db[idx]->require.itemid[i];
  3255. amount[i] = skill_db[idx]->require.amount[i];
  3256. }
  3257. hp = skill_db[idx]->require.hp[lv-1];
  3258. sp = skill_db[idx]->require.sp[lv-1];
  3259. hp_rate = skill_db[idx]->require.hp_rate[lv-1];
  3260. sp_rate = skill_db[idx]->require.sp_rate[lv-1];
  3261. state = skill_db[idx]->require.state;
  3262. if( (mhp = skill_db[idx]->require.mhp[lv-1]) > 0 )
  3263. hp += (status->max_hp * mhp) / 100;
  3264. if( hp_rate > 0 )
  3265. hp += (status->hp * hp_rate) / 100;
  3266. else
  3267. hp += (status->max_hp * (-hp_rate)) / 100;
  3268. if( sp_rate > 0 )
  3269. sp += (status->sp * sp_rate) / 100;
  3270. else
  3271. sp += (status->max_sp * (-sp_rate)) / 100;
  3272. if( bl->type == BL_HOM )
  3273. { // Intimacy Requeriments
  3274. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3275. switch( skill )
  3276. {
  3277. case HFLI_SBR44:
  3278. if( hd->homunculus.intimacy <= 200 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  3279. return 0;
  3280. break;
  3281. case HVAN_EXPLOSION:
  3282. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3283. return 0;
  3284. break;
  3285. }
  3286. }
  3287. if( !(type&2) )
  3288. {
  3289. if( hp > 0 && status->hp <= (unsigned int)hp )
  3290. {
  3291. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3292. return 0;
  3293. }
  3294. if( sp > 0 && status->sp <= (unsigned int)sp )
  3295. {
  3296. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3297. return 0;
  3298. }
  3299. }
  3300. if( !type )
  3301. switch( state )
  3302. {
  3303. case ST_MOVE_ENABLE:
  3304. if( !unit_can_move(bl) )
  3305. {
  3306. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3307. return 0;
  3308. }
  3309. break;
  3310. }
  3311. if( !(type&1) )
  3312. return 1;
  3313. // Check item existences
  3314. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3315. {
  3316. index[i] = -1;
  3317. if( itemid[i] < 1 ) continue; // No item
  3318. index[i] = pc_search_inventory(sd, itemid[i]);
  3319. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3320. {
  3321. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3322. return 0;
  3323. }
  3324. }
  3325. // Consume items
  3326. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3327. {
  3328. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3329. }
  3330. if( type&2 )
  3331. return 1;
  3332. if( sp || hp )
  3333. status_zap(bl, hp, sp);
  3334. return 1;
  3335. }
  3336. /*==========================================
  3337. *
  3338. *------------------------------------------*/
  3339. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3340. {
  3341. switch (skill_id) {
  3342. case RL_QD_SHOT:
  3343. {
  3344. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3345. struct unit_data *ud = unit_bl2ud(src);
  3346. if (ud && ud->target == target->id)
  3347. return 1;
  3348. }
  3349. }
  3350. case RL_D_TAIL:
  3351. case RL_HAMMER_OF_GOD:
  3352. if (src->type != BL_PC)
  3353. return 0;
  3354. {
  3355. struct status_change *tsc = status_get_sc(target);
  3356. // Only counts marked target with SC_C_MARKER by caster
  3357. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3358. return 0;
  3359. }
  3360. break;
  3361. }
  3362. return 1;
  3363. }
  3364. /*==========================================
  3365. *
  3366. *------------------------------------------*/
  3367. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3368. {
  3369. struct block_list *src = map_id2bl(id),*target;
  3370. struct unit_data *ud = unit_bl2ud(src);
  3371. struct skill_timerskill *skl;
  3372. int range;
  3373. nullpo_ret(src);
  3374. nullpo_ret(ud);
  3375. skl = ud->skilltimerskill[data];
  3376. nullpo_ret(skl);
  3377. ud->skilltimerskill[data] = NULL;
  3378. do {
  3379. if(src->prev == NULL)
  3380. break; // Source not on Map
  3381. if(skl->target_id) {
  3382. target = map_id2bl(skl->target_id);
  3383. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3384. target = src; //Required since it has to warp.
  3385. if(target == NULL)
  3386. break; // Target offline?
  3387. if(target->prev == NULL)
  3388. break; // Target not on Map
  3389. if(src->m != target->m)
  3390. break; // Different Maps
  3391. if(status_isdead(src)) {
  3392. switch(skl->skill_id) {
  3393. case WL_CHAINLIGHTNING_ATK:
  3394. case WL_TETRAVORTEX_FIRE:
  3395. case WL_TETRAVORTEX_WATER:
  3396. case WL_TETRAVORTEX_WIND:
  3397. case WL_TETRAVORTEX_GROUND:
  3398. case SR_FLASHCOMBO_ATK_STEP1:
  3399. case SR_FLASHCOMBO_ATK_STEP2:
  3400. case SR_FLASHCOMBO_ATK_STEP3:
  3401. case SR_FLASHCOMBO_ATK_STEP4:
  3402. break; // Exceptions
  3403. default:
  3404. continue; // Caster is Dead
  3405. }
  3406. }
  3407. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3408. break;
  3409. switch(skl->skill_id) {
  3410. case KN_AUTOCOUNTER:
  3411. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3412. break;
  3413. case RG_INTIMIDATE:
  3414. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3415. short x,y;
  3416. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3417. if (target != src && !status_isdead(target))
  3418. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3419. }
  3420. break;
  3421. case BA_FROSTJOKER:
  3422. case DC_SCREAM:
  3423. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3424. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3425. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3426. break;
  3427. case NPC_EARTHQUAKE:
  3428. if( skl->type > 1 )
  3429. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3430. 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);
  3431. skill_area_temp[1] = src->id;
  3432. skill_area_temp[2] = 0;
  3433. 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);
  3434. break;
  3435. case WZ_WATERBALL:
  3436. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3437. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3438. if (!status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH)) {
  3439. //Apply canact delay here to prevent hacks (unlimited waterball casting)
  3440. ud->canact_tick = tick + skill_delayfix(src, skl->skill_id, skl->skill_lv);
  3441. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3442. }
  3443. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  3444. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3445. unit_set_walkdelay(src, tick, WATERBALL_INTERVAL, 1);
  3446. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3447. } else {
  3448. struct status_change *sc = status_get_sc(src);
  3449. if(sc) {
  3450. if(sc->data[SC_SPIRIT] &&
  3451. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3452. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3453. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3454. }
  3455. }
  3456. break;
  3457. case WL_CHAINLIGHTNING_ATK: {
  3458. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3459. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3460. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3461. { // Remaining Chains Hit
  3462. struct block_list *nbl = NULL; // Next Target of Chain
  3463. 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.
  3464. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3465. if( nbl == NULL )
  3466. skl->x++;
  3467. else
  3468. skl->x = 0;
  3469. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3470. }
  3471. }
  3472. break;
  3473. case WL_TETRAVORTEX_FIRE:
  3474. case WL_TETRAVORTEX_WATER:
  3475. case WL_TETRAVORTEX_WIND:
  3476. case WL_TETRAVORTEX_GROUND:
  3477. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3478. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3479. if( skl->type >= 3 )
  3480. { // Final Hit
  3481. if( !status_isdead(target) )
  3482. { // Final Status Effect
  3483. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3484. applyeffects[4] = { 0, 0, 0, 0 },
  3485. i, j = 0, k = 0;
  3486. for( i = 1; i <= 8; i = i + i )
  3487. {
  3488. if( skl->x&i )
  3489. {
  3490. applyeffects[j] = effects[k];
  3491. j++;
  3492. }
  3493. k++;
  3494. }
  3495. if( j )
  3496. {
  3497. i = applyeffects[rnd()%j];
  3498. status_change_start(src,target, i, 10000, skl->skill_lv,
  3499. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3500. (i == SC_BURNING ? src->id : 0),
  3501. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv)+1, SCSTART_NONE);
  3502. }
  3503. }
  3504. }
  3505. break;
  3506. case WM_REVERBERATION_MELEE:
  3507. case WM_REVERBERATION_MAGIC:
  3508. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3509. break;
  3510. case SC_FATALMENACE:
  3511. if( src == target ) // Casters Part
  3512. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3513. else { // Target's Part
  3514. short x = skl->x, y = skl->y;
  3515. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3516. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3517. }
  3518. break;
  3519. case LG_MOONSLASHER:
  3520. case SR_WINDMILL:
  3521. if( target->type == BL_PC ) {
  3522. struct map_session_data *tsd = NULL;
  3523. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3524. pc_setsit(tsd);
  3525. skill_sit(tsd, 1);
  3526. clif_sitting(&tsd->bl);
  3527. }
  3528. }
  3529. break;
  3530. case SR_KNUCKLEARROW:
  3531. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3532. break;
  3533. case GN_SPORE_EXPLOSION:
  3534. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3535. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3536. break;
  3537. case CH_PALMSTRIKE:
  3538. {
  3539. struct status_change* tsc = status_get_sc(target);
  3540. struct status_change* sc = status_get_sc(src);
  3541. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3542. ( sc && sc->option&OPTION_HIDE ) ){
  3543. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3544. break;
  3545. }
  3546. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3547. break;
  3548. }
  3549. case SR_FLASHCOMBO_ATK_STEP1:
  3550. case SR_FLASHCOMBO_ATK_STEP2:
  3551. case SR_FLASHCOMBO_ATK_STEP3:
  3552. case SR_FLASHCOMBO_ATK_STEP4:
  3553. if( src->type == BL_PC ) {
  3554. TBL_PC *sd = NULL;
  3555. const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW};
  3556. if( (sd = BL_CAST(BL_PC,src)) ) {
  3557. uint16 cid = combos[skl->skill_id - SR_FLASHCOMBO_ATK_STEP1];
  3558. skill_castend_damage_id(src, target, cid, pc_checkskill(sd, cid), tick, 0);
  3559. }
  3560. }
  3561. break;
  3562. case SC_ESCAPE:
  3563. if( skl->type < 4 + skl->skill_lv ) {
  3564. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3565. skill_blown(src, src, 1, unit_getdir(src), 0);
  3566. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3567. }
  3568. break;
  3569. case RL_SLUGSHOT:
  3570. if (target->type == BL_PC)
  3571. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3572. break;
  3573. default:
  3574. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3575. break;
  3576. }
  3577. }
  3578. else {
  3579. if(src->m != skl->map)
  3580. break;
  3581. switch( skl->skill_id )
  3582. {
  3583. case WZ_METEOR:
  3584. if( skl->type >= 0 )
  3585. {
  3586. int x = skl->type>>16, y = skl->type&0xFFFF;
  3587. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3588. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3589. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
  3590. && !map_getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
  3591. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3592. }
  3593. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3594. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3595. break;
  3596. case GN_CRAZYWEED_ATK:
  3597. {
  3598. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3599. 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);
  3600. }
  3601. case WL_EARTHSTRAIN:
  3602. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3603. break;
  3604. case LG_OVERBRAND_BRANDISH: {
  3605. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3606. int x = src->x, y = src->y;
  3607. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3608. for( i = 0; i < layout->count; i++ )
  3609. 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);
  3610. }
  3611. break;
  3612. case RL_FIRE_RAIN: {
  3613. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3614. 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);
  3615. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3616. }
  3617. break;
  3618. }
  3619. }
  3620. } while (0);
  3621. //Free skl now that it is no longer needed.
  3622. ers_free(skill_timer_ers, skl);
  3623. return 0;
  3624. }
  3625. /*==========================================
  3626. *
  3627. *------------------------------------------*/
  3628. 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)
  3629. {
  3630. int i;
  3631. struct unit_data *ud;
  3632. nullpo_retr(1, src);
  3633. if (src->prev == NULL)
  3634. return 0;
  3635. ud = unit_bl2ud(src);
  3636. nullpo_retr(1, ud);
  3637. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3638. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3639. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3640. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3641. ud->skilltimerskill[i]->src_id = src->id;
  3642. ud->skilltimerskill[i]->target_id = target;
  3643. ud->skilltimerskill[i]->skill_id = skill_id;
  3644. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3645. ud->skilltimerskill[i]->map = src->m;
  3646. ud->skilltimerskill[i]->x = x;
  3647. ud->skilltimerskill[i]->y = y;
  3648. ud->skilltimerskill[i]->type = type;
  3649. ud->skilltimerskill[i]->flag = flag;
  3650. return 0;
  3651. }
  3652. /*==========================================
  3653. *
  3654. *------------------------------------------*/
  3655. int skill_cleartimerskill (struct block_list *src)
  3656. {
  3657. int i;
  3658. struct unit_data *ud;
  3659. nullpo_ret(src);
  3660. ud = unit_bl2ud(src);
  3661. nullpo_ret(ud);
  3662. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3663. if(ud->skilltimerskill[i]) {
  3664. switch(ud->skilltimerskill[i]->skill_id) {
  3665. case WL_TETRAVORTEX_FIRE:
  3666. case WL_TETRAVORTEX_WATER:
  3667. case WL_TETRAVORTEX_WIND:
  3668. case WL_TETRAVORTEX_GROUND:
  3669. case SR_FLASHCOMBO_ATK_STEP1:
  3670. case SR_FLASHCOMBO_ATK_STEP2:
  3671. case SR_FLASHCOMBO_ATK_STEP3:
  3672. case SR_FLASHCOMBO_ATK_STEP4:
  3673. continue;
  3674. }
  3675. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3676. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3677. ud->skilltimerskill[i]=NULL;
  3678. }
  3679. }
  3680. return 1;
  3681. }
  3682. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3683. struct skill_unit *su = (TBL_SKILL*)bl;
  3684. struct skill_unit_group *sg = NULL;
  3685. nullpo_ret(su);
  3686. if (bl->type != BL_SKILL)
  3687. return 0;
  3688. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3689. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3690. su->limit = DIFF_TICK(gettick(), sg->tick);
  3691. sg->unit_id = UNT_USED_TRAPS;
  3692. }
  3693. return 0;
  3694. }
  3695. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3696. {
  3697. TBL_SKILL *su = (TBL_SKILL*)bl;
  3698. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3699. { //Reveal trap.
  3700. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3701. //clif_changetraplook(bl, su->group->unit_id);
  3702. clif_getareachar_skillunit(&su->bl, su, AREA, 0);
  3703. return 1;
  3704. }
  3705. return 0;
  3706. }
  3707. /*==========================================
  3708. *
  3709. *
  3710. *------------------------------------------*/
  3711. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3712. {
  3713. struct map_session_data *sd = NULL;
  3714. struct status_data *tstatus;
  3715. struct status_change *sc, *tsc;
  3716. if (skill_id > 0 && !skill_lv) return 0;
  3717. nullpo_retr(1, src);
  3718. nullpo_retr(1, bl);
  3719. if (src->m != bl->m)
  3720. return 1;
  3721. if (bl->prev == NULL)
  3722. return 1;
  3723. sd = BL_CAST(BL_PC, src);
  3724. if (status_isdead(bl))
  3725. return 1;
  3726. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3727. { //GTB makes all targetted magic display miss with a single bolt.
  3728. sc_type sct = status_skill2sc(skill_id);
  3729. if(sct != SC_NONE)
  3730. status_change_end(bl, sct, INVALID_TIMER);
  3731. 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));
  3732. return 1;
  3733. }
  3734. sc = status_get_sc(src);
  3735. tsc = status_get_sc(bl);
  3736. if (sc && !sc->count)
  3737. sc = NULL; //Unneeded
  3738. if (tsc && !tsc->count)
  3739. tsc = NULL;
  3740. tstatus = status_get_status_data(bl);
  3741. map_freeblock_lock();
  3742. switch(skill_id)
  3743. {
  3744. case MER_CRASH:
  3745. case SM_BASH:
  3746. case MS_BASH:
  3747. case MC_MAMMONITE:
  3748. case TF_DOUBLE:
  3749. case AC_DOUBLE:
  3750. case MA_DOUBLE:
  3751. case AS_SONICBLOW:
  3752. case KN_PIERCE:
  3753. case ML_PIERCE:
  3754. case KN_SPEARBOOMERANG:
  3755. case TF_POISON:
  3756. case TF_SPRINKLESAND:
  3757. case AC_CHARGEARROW:
  3758. case MA_CHARGEARROW:
  3759. case RG_INTIMIDATE:
  3760. case AM_ACIDTERROR:
  3761. case BA_MUSICALSTRIKE:
  3762. case DC_THROWARROW:
  3763. case BA_DISSONANCE:
  3764. case CR_HOLYCROSS:
  3765. case NPC_DARKCROSS:
  3766. case CR_SHIELDCHARGE:
  3767. case CR_SHIELDBOOMERANG:
  3768. case NPC_PIERCINGATT:
  3769. case NPC_MENTALBREAKER:
  3770. case NPC_RANGEATTACK:
  3771. case NPC_CRITICALSLASH:
  3772. case NPC_COMBOATTACK:
  3773. case NPC_GUIDEDATTACK:
  3774. case NPC_POISON:
  3775. case NPC_RANDOMATTACK:
  3776. case NPC_WATERATTACK:
  3777. case NPC_GROUNDATTACK:
  3778. case NPC_FIREATTACK:
  3779. case NPC_WINDATTACK:
  3780. case NPC_POISONATTACK:
  3781. case NPC_HOLYATTACK:
  3782. case NPC_DARKNESSATTACK:
  3783. case NPC_TELEKINESISATTACK:
  3784. case NPC_UNDEADATTACK:
  3785. case NPC_ARMORBRAKE:
  3786. case NPC_WEAPONBRAKER:
  3787. case NPC_HELMBRAKE:
  3788. case NPC_SHIELDBRAKE:
  3789. case NPC_BLINDATTACK:
  3790. case NPC_SILENCEATTACK:
  3791. case NPC_STUNATTACK:
  3792. case NPC_PETRIFYATTACK:
  3793. case NPC_CURSEATTACK:
  3794. case NPC_SLEEPATTACK:
  3795. case LK_AURABLADE:
  3796. case LK_SPIRALPIERCE:
  3797. case ML_SPIRALPIERCE:
  3798. case LK_HEADCRUSH:
  3799. case CG_ARROWVULCAN:
  3800. case HW_MAGICCRASHER:
  3801. case ITM_TOMAHAWK:
  3802. case CH_CHAINCRUSH:
  3803. case CH_TIGERFIST:
  3804. case PA_SHIELDCHAIN: // Shield Chain
  3805. case PA_SACRIFICE:
  3806. case WS_CARTTERMINATION: // Cart Termination
  3807. case AS_VENOMKNIFE:
  3808. case HT_PHANTASMIC:
  3809. case TK_DOWNKICK:
  3810. case TK_COUNTER:
  3811. case GS_CHAINACTION:
  3812. case GS_TRIPLEACTION:
  3813. case GS_MAGICALBULLET:
  3814. case GS_TRACKING:
  3815. case GS_PIERCINGSHOT:
  3816. case GS_RAPIDSHOWER:
  3817. case GS_DUST:
  3818. case GS_DISARM: // Added disarm. [Reddozen]
  3819. case GS_FULLBUSTER:
  3820. case NJ_SYURIKEN:
  3821. case NJ_KUNAI:
  3822. #ifndef RENEWAL
  3823. case ASC_BREAKER:
  3824. #endif
  3825. case HFLI_MOON: //[orn]
  3826. case HFLI_SBR44: //[orn]
  3827. case NPC_BLEEDING:
  3828. case NPC_CRITICALWOUND:
  3829. case NPC_HELLPOWER:
  3830. case RK_SONICWAVE:
  3831. case AB_DUPLELIGHT_MELEE:
  3832. case RA_AIMEDBOLT:
  3833. case NC_AXEBOOMERANG:
  3834. case NC_POWERSWING:
  3835. case GC_CROSSIMPACT:
  3836. case GC_VENOMPRESSURE:
  3837. case SC_TRIANGLESHOT:
  3838. case SC_FEINTBOMB:
  3839. case LG_BANISHINGPOINT:
  3840. case LG_SHIELDPRESS:
  3841. case LG_RAGEBURST:
  3842. case LG_RAYOFGENESIS:
  3843. case LG_HESPERUSLIT:
  3844. case LG_OVERBRAND:
  3845. case LG_OVERBRAND_BRANDISH:
  3846. case SR_FALLENEMPIRE:
  3847. case SR_CRESCENTELBOW_AUTOSPELL:
  3848. case SR_GATEOFHELL:
  3849. case SR_GENTLETOUCH_QUIET:
  3850. case WM_SEVERE_RAINSTORM_MELEE:
  3851. case WM_GREAT_ECHO:
  3852. case GN_SLINGITEM_RANGEMELEEATK:
  3853. case KO_SETSUDAN:
  3854. case GC_DARKCROW:
  3855. case RL_MASS_SPIRAL:
  3856. case RL_SLUGSHOT:
  3857. case RL_AM_BLAST:
  3858. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3859. break;
  3860. case NC_BOOSTKNUCKLE:
  3861. case NC_PILEBUNKER:
  3862. case NC_COLDSLOWER:
  3863. case NC_ARMSCANNON:
  3864. if (sd) pc_overheat(sd, 1);
  3865. case MO_TRIPLEATTACK:
  3866. case RK_WINDCUTTER:
  3867. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3868. break;
  3869. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3870. switch( rnd()%6 ){
  3871. case 0: flag |= BREAK_ANKLE; break;
  3872. case 1: flag |= BREAK_WRIST; break;
  3873. case 2: flag |= BREAK_KNEE; break;
  3874. case 3: flag |= BREAK_SHOULDER; break;
  3875. case 4: flag |= BREAK_WAIST; break;
  3876. case 5: flag |= BREAK_NECK; break;
  3877. }
  3878. //TODO: is there really no cleaner way to do this?
  3879. sc = status_get_sc(bl);
  3880. if (sc) sc->jb_flag = flag;
  3881. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3882. break;
  3883. case MO_COMBOFINISH:
  3884. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3885. { //Becomes a splash attack when Soul Linked.
  3886. map_foreachinrange(skill_area_sub, bl,
  3887. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3888. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3889. skill_castend_damage_id);
  3890. } else
  3891. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3892. break;
  3893. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3894. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3895. skill_area_temp[1] = 0;
  3896. map_foreachinrange(skill_attack_area, src,
  3897. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3898. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3899. break;
  3900. case KN_CHARGEATK:
  3901. {
  3902. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3903. unsigned int dist = distance_bl(src, bl);
  3904. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3905. // teleport to target (if not on WoE grounds)
  3906. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3907. clif_blown(src);
  3908. // cause damage and knockback if the path to target was a straight one
  3909. if( path )
  3910. {
  3911. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3912. skill_blown(src, bl, dist, dir, 0);
  3913. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3914. // make the caster look in the direction of the target
  3915. unit_setdir(src, (dir+4)%8);
  3916. }
  3917. }
  3918. break;
  3919. case NC_FLAMELAUNCHER:
  3920. if (sd) pc_overheat(sd,1);
  3921. case SN_SHARPSHOOTING:
  3922. case MA_SHARPSHOOTING:
  3923. case NJ_KAMAITACHI:
  3924. case LG_CANNONSPEAR:
  3925. //It won't shoot through walls since on castend there has to be a direct
  3926. //line of sight between caster and target.
  3927. skill_area_temp[1] = bl->id;
  3928. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3929. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3930. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3931. break;
  3932. case NPC_ACIDBREATH:
  3933. case NPC_DARKNESSBREATH:
  3934. case NPC_FIREBREATH:
  3935. case NPC_ICEBREATH:
  3936. case NPC_THUNDERBREATH:
  3937. skill_area_temp[1] = bl->id;
  3938. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3939. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3940. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3941. break;
  3942. case MO_INVESTIGATE:
  3943. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3944. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3945. break;
  3946. case RG_BACKSTAP:
  3947. {
  3948. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3949. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3950. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3951. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3952. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3953. unit_setdir(bl,dir);
  3954. }
  3955. else if (sd)
  3956. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3957. }
  3958. break;
  3959. case MO_FINGEROFFENSIVE:
  3960. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3961. if (battle_config.finger_offensive_type && sd) {
  3962. int i;
  3963. for (i = 1; i < sd->spiritball_old; i++)
  3964. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3965. }
  3966. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3967. break;
  3968. case MO_CHAINCOMBO:
  3969. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3970. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3971. break;
  3972. #ifndef RENEWAL
  3973. case NJ_ISSEN:
  3974. #endif
  3975. case MO_EXTREMITYFIST:
  3976. {
  3977. struct block_list *mbl = bl; // For NJ_ISSEN
  3978. short x, y, i = 2; // Move 2 cells (From target)
  3979. short dir = map_calc_dir(src,bl->x,bl->y);
  3980. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3981. if (skill_id == MO_EXTREMITYFIST) {
  3982. status_set_sp(src, 0, 0);
  3983. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3984. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3985. #ifdef RENEWAL
  3986. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3987. #endif
  3988. } else {
  3989. status_set_hp(src, 1, 0);
  3990. status_change_end(src, SC_NEN, INVALID_TIMER);
  3991. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3992. }
  3993. if (skill_id == MO_EXTREMITYFIST) {
  3994. mbl = src; // For MO_EXTREMITYFIST
  3995. i = 3; // Move 3 cells (From caster)
  3996. }
  3997. if (dir > 0 && dir < 4)
  3998. x = -i;
  3999. else if (dir > 4)
  4000. x = i;
  4001. else
  4002. x = 0;
  4003. if (dir > 2 && dir < 6)
  4004. y = -i;
  4005. else if (dir == 7 || dir < 2)
  4006. y = i;
  4007. else
  4008. y = 0;
  4009. // Ashura Strike still has slide effect in GVG
  4010. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4011. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4012. clif_blown(src);
  4013. clif_spiritball(src);
  4014. }
  4015. }
  4016. break;
  4017. case HT_POWER:
  4018. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4019. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4020. break;
  4021. //Splash attack skills.
  4022. case AS_GRIMTOOTH:
  4023. case MC_CARTREVOLUTION:
  4024. case NPC_SPLASHATTACK:
  4025. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4026. case AS_SPLASHER:
  4027. case HT_BLITZBEAT:
  4028. case AC_SHOWER:
  4029. case MA_SHOWER:
  4030. case MG_NAPALMBEAT:
  4031. case MG_FIREBALL:
  4032. case RG_RAID:
  4033. case HW_NAPALMVULCAN:
  4034. case NJ_HUUMA:
  4035. case NJ_BAKUENRYU:
  4036. case ASC_METEORASSAULT:
  4037. case GS_DESPERADO:
  4038. case GS_SPREADATTACK:
  4039. case NPC_EARTHQUAKE:
  4040. case NPC_PULSESTRIKE:
  4041. case NPC_HELLJUDGEMENT:
  4042. case NPC_VAMPIRE_GIFT:
  4043. case RK_IGNITIONBREAK:
  4044. case AB_JUDEX:
  4045. case WL_SOULEXPANSION:
  4046. case WL_CRIMSONROCK:
  4047. case WL_JACKFROST:
  4048. case RA_ARROWSTORM:
  4049. case RA_WUGDASH:
  4050. case NC_VULCANARM:
  4051. case NC_SELFDESTRUCTION:
  4052. case NC_AXETORNADO:
  4053. case GC_ROLLINGCUTTER:
  4054. case GC_COUNTERSLASH:
  4055. case LG_MOONSLASHER:
  4056. case LG_EARTHDRIVE:
  4057. case SR_RAMPAGEBLASTER:
  4058. case SR_SKYNETBLOW:
  4059. case SR_WINDMILL:
  4060. case SR_RIDEINLIGHTNING:
  4061. case WM_SOUND_OF_DESTRUCTION:
  4062. case WM_REVERBERATION_MELEE:
  4063. case WM_REVERBERATION_MAGIC:
  4064. case SO_VARETYR_SPEAR:
  4065. case GN_CART_TORNADO:
  4066. case GN_CARTCANNON:
  4067. case KO_HAPPOKUNAI:
  4068. case KO_HUUMARANKA:
  4069. case KO_MUCHANAGE:
  4070. case KO_BAKURETSU:
  4071. case GN_ILLUSIONDOPING:
  4072. case RL_FIREDANCE:
  4073. case RL_BANISHING_BUSTER:
  4074. case RL_S_STORM:
  4075. case RL_R_TRIP:
  4076. case MH_XENO_SLASHER:
  4077. if( flag&1 ) {//Recursive invocation
  4078. int sflag = skill_area_temp[0] & 0xFFF;
  4079. int heal = 0;
  4080. if( flag&SD_LEVEL )
  4081. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4082. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4083. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4084. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4085. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4086. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4087. status_heal(src,heal,0,0);
  4088. }
  4089. } else {
  4090. switch ( skill_id ) {
  4091. case NJ_BAKUENRYU:
  4092. case LG_EARTHDRIVE:
  4093. case GN_CARTCANNON:
  4094. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4095. break;
  4096. case LG_MOONSLASHER:
  4097. case MH_XENO_SLASHER:
  4098. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4099. break;
  4100. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4101. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4102. break;
  4103. default:
  4104. break;
  4105. }
  4106. skill_area_temp[0] = 0;
  4107. skill_area_temp[1] = bl->id;
  4108. skill_area_temp[2] = 0;
  4109. if( skill_id == WL_CRIMSONROCK ) {
  4110. skill_area_temp[4] = bl->x;
  4111. skill_area_temp[5] = bl->y;
  4112. }
  4113. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  4114. skill_area_temp[1] = 0;
  4115. if( skill_id == NC_VULCANARM )
  4116. if (sd) pc_overheat(sd,1);
  4117. // if skill damage should be split among targets, count them
  4118. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4119. //special case: Venom Splasher uses a different range for searching than for splashing
  4120. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4121. 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);
  4122. // recursive invocation of skill_castend_damage_id() with flag|1
  4123. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4124. if( skill_id == AS_SPLASHER ) {
  4125. map_freeblock_unlock(); // Don't consume a second gemstone.
  4126. return 0;
  4127. }
  4128. }
  4129. break;
  4130. case WL_COMET:
  4131. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4132. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4133. break;
  4134. case SM_MAGNUM:
  4135. case MS_MAGNUM:
  4136. if( flag&1 ) {
  4137. //Damage depends on distance, so add it to flag if it is > 1
  4138. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl));
  4139. }
  4140. break;
  4141. case KN_BRANDISHSPEAR:
  4142. case ML_BRANDISH:
  4143. //Coded apart for it needs the flag passed to the damage calculation.
  4144. if (skill_area_temp[1] != bl->id)
  4145. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4146. else
  4147. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4148. break;
  4149. case KN_BOWLINGBASH:
  4150. case MS_BOWLINGBASH:
  4151. {
  4152. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4153. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4154. c = (skill_lv-(flag&0xFFF)+1)/2;
  4155. // Determine the Bowling Bash area depending on configuration
  4156. if (battle_config.bowling_bash_area == 0) {
  4157. // Gutter line system
  4158. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4159. if(min_x < 0) min_x = 0;
  4160. max_x = min_x + 39;
  4161. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4162. if(min_y < 0) min_y = 0;
  4163. max_y = min_y + 39;
  4164. } else if (battle_config.bowling_bash_area == 1) {
  4165. // Gutter line system without demi gutter bug
  4166. min_x = src->x - (src->x)%40;
  4167. max_x = min_x + 39;
  4168. min_y = src->y - (src->y)%40;
  4169. max_y = min_y + 39;
  4170. } else {
  4171. // Area around caster
  4172. min_x = src->x - battle_config.bowling_bash_area;
  4173. max_x = src->x + battle_config.bowling_bash_area;
  4174. min_y = src->y - battle_config.bowling_bash_area;
  4175. max_y = src->y + battle_config.bowling_bash_area;
  4176. }
  4177. // Initialization, break checks, direction
  4178. if((flag&0xFFF) > 0) {
  4179. // Ignore monsters outside area
  4180. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4181. break;
  4182. // Ignore monsters already in list
  4183. if(idb_exists(bowling_db, bl->id))
  4184. break;
  4185. // Random direction
  4186. dir = rand()%8;
  4187. } else {
  4188. // Create an empty list of already hit targets
  4189. db_clear(bowling_db);
  4190. // Direction is walkpath
  4191. dir = (unit_getdir(src)+4)%8;
  4192. }
  4193. // Add current target to the list of already hit targets
  4194. idb_put(bowling_db, bl->id, bl);
  4195. // Keep moving target in direction square by square
  4196. tx = bl->x;
  4197. ty = bl->y;
  4198. for(i=0;i<c;i++) {
  4199. // Target coordinates (get changed even if knockback fails)
  4200. tx -= dirx[dir];
  4201. ty -= diry[dir];
  4202. // If target cell is a wall then break
  4203. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4204. break;
  4205. skill_blown(src,bl,1,dir,0);
  4206. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4207. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4208. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4209. (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))) {
  4210. // Recursive call
  4211. 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);
  4212. // Self-collision
  4213. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4214. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4215. break;
  4216. }
  4217. }
  4218. // Original hit or chain hit depending on flag
  4219. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4220. }
  4221. break;
  4222. case KN_SPEARSTAB:
  4223. if(flag&1) {
  4224. if (bl->id==skill_area_temp[1])
  4225. break;
  4226. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4227. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4228. } else {
  4229. int x=bl->x,y=bl->y,i,dir;
  4230. dir = map_calc_dir(bl,src->x,src->y);
  4231. skill_area_temp[1] = bl->id;
  4232. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4233. // all the enemies between the caster and the target are hit, as well as the target
  4234. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4235. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4236. for (i=0;i<4;i++) {
  4237. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4238. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4239. x += dirx[dir];
  4240. y += diry[dir];
  4241. }
  4242. }
  4243. break;
  4244. case TK_TURNKICK:
  4245. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4246. {
  4247. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4248. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4249. map_foreachinrange(skill_area_sub,bl,
  4250. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4251. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4252. skill_castend_nodamage_id);
  4253. }
  4254. break;
  4255. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4256. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4257. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0); //Display an absorbed damage attack.
  4258. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4259. break;
  4260. case PR_TURNUNDEAD:
  4261. case ALL_RESURRECTION:
  4262. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4263. break;
  4264. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4265. break;
  4266. case MG_SOULSTRIKE:
  4267. case NPC_DARKSTRIKE:
  4268. case MG_COLDBOLT:
  4269. case MG_FIREBOLT:
  4270. case MG_LIGHTNINGBOLT:
  4271. case WZ_EARTHSPIKE:
  4272. case AL_HEAL:
  4273. case AL_HOLYLIGHT:
  4274. case WZ_JUPITEL:
  4275. case NPC_DARKTHUNDER:
  4276. case PR_ASPERSIO:
  4277. case MG_FROSTDIVER:
  4278. case WZ_SIGHTBLASTER:
  4279. case WZ_SIGHTRASHER:
  4280. case NJ_KOUENKA:
  4281. case NJ_HYOUSENSOU:
  4282. case NJ_HUUJIN:
  4283. case AB_ADORAMUS:
  4284. case AB_RENOVATIO:
  4285. case AB_HIGHNESSHEAL:
  4286. case AB_DUPLELIGHT_MAGIC:
  4287. case WM_METALICSOUND:
  4288. case KO_KAIHOU:
  4289. case MH_ERASER_CUTTER:
  4290. case RL_B_TRAP:
  4291. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4292. break;
  4293. case NPC_MAGICALATTACK:
  4294. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4295. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4296. break;
  4297. case HVAN_CAPRICE: //[blackhole89]
  4298. {
  4299. int ran=rnd()%4;
  4300. int sid = 0;
  4301. switch(ran)
  4302. {
  4303. case 0: sid=MG_COLDBOLT; break;
  4304. case 1: sid=MG_FIREBOLT; break;
  4305. case 2: sid=MG_LIGHTNINGBOLT; break;
  4306. case 3: sid=WZ_EARTHSPIKE; break;
  4307. }
  4308. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4309. }
  4310. break;
  4311. case WZ_WATERBALL:
  4312. {
  4313. int range = skill_lv / 2;
  4314. int maxlv = skill_get_max(skill_id); // learnable level
  4315. int count = 0;
  4316. int x, y;
  4317. struct skill_unit* unit;
  4318. if( skill_lv > maxlv )
  4319. {
  4320. if( src->type == BL_MOB && skill_lv == 10 )
  4321. range = 4;
  4322. else
  4323. range = maxlv / 2;
  4324. }
  4325. for( y = src->y - range; y <= src->y + range; ++y )
  4326. for( x = src->x - range; x <= src->x + range; ++x )
  4327. {
  4328. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  4329. {
  4330. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  4331. count++; // natural water cell
  4332. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  4333. {
  4334. count++; // skill-induced water cell
  4335. skill_delunit(unit); // consume cell
  4336. }
  4337. }
  4338. }
  4339. if( count > (10000/WATERBALL_INTERVAL)+1 ) //Waterball has a max duration of 10 seconds [Playtester]
  4340. count = (10000/WATERBALL_INTERVAL)+1;
  4341. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  4342. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  4343. }
  4344. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4345. break;
  4346. case PR_BENEDICTIO:
  4347. //Should attack undead and demons. [Skotlex]
  4348. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4349. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4350. break;
  4351. case SL_SMA:
  4352. status_change_end(src, SC_SMA, INVALID_TIMER);
  4353. case SL_STIN:
  4354. case SL_STUN:
  4355. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4356. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4357. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4358. break;
  4359. }
  4360. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4361. break;
  4362. case NPC_DARKBREATH:
  4363. clif_emotion(src,E_AG);
  4364. case SN_FALCONASSAULT:
  4365. case PA_PRESSURE:
  4366. case CR_ACIDDEMONSTRATION:
  4367. case TF_THROWSTONE:
  4368. #ifdef RENEWAL
  4369. case ASC_BREAKER:
  4370. #endif
  4371. case NPC_SMOKING:
  4372. case GS_FLING:
  4373. case NJ_ZENYNAGE:
  4374. case GN_THORNS_TRAP:
  4375. case GN_HELLS_PLANT_ATK:
  4376. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4377. break;
  4378. #ifdef RENEWAL
  4379. case NJ_ISSEN: {
  4380. short x, y;
  4381. short dir = map_calc_dir(src, bl->x, bl->y);
  4382. // Move 2 cells (From target)
  4383. if (dir > 0 && dir < 4)
  4384. x = -2;
  4385. else if (dir > 4)
  4386. x = 2;
  4387. else
  4388. x = 0;
  4389. if (dir > 2 && dir < 6)
  4390. y = -2;
  4391. else if (dir == 7 || dir < 2)
  4392. y = 2;
  4393. else
  4394. y = 0;
  4395. // Doesn't have slide effect in GVG
  4396. if (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x + x, bl->y + y, 1, 1)) {
  4397. clif_blown(src);
  4398. clif_spiritball(src);
  4399. }
  4400. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4401. status_set_hp(src, max(status_get_max_hp(src) / 100, 1), 0);
  4402. status_change_end(src, SC_NEN, INVALID_TIMER);
  4403. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4404. }
  4405. break;
  4406. #endif
  4407. case RK_DRAGONBREATH_WATER:
  4408. case RK_DRAGONBREATH: {
  4409. struct status_change *tsc2 = NULL;
  4410. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4411. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4412. } else
  4413. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4414. }
  4415. break;
  4416. case NPC_SELFDESTRUCTION: {
  4417. struct status_change *tsc2 = NULL;
  4418. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4419. break;
  4420. }
  4421. case HVAN_EXPLOSION:
  4422. if (src != bl)
  4423. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4424. break;
  4425. // Celest
  4426. case PF_SOULBURN:
  4427. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4428. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4429. if (skill_lv == 5)
  4430. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4431. status_percent_damage(src, bl, 0, 100, false);
  4432. } else {
  4433. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4434. if (skill_lv == 5)
  4435. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4436. status_percent_damage(src, src, 0, 100, false);
  4437. }
  4438. break;
  4439. case NPC_BLOODDRAIN:
  4440. case NPC_ENERGYDRAIN:
  4441. {
  4442. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4443. src, src, bl, skill_id, skill_lv, tick, flag);
  4444. if (heal > 0){
  4445. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4446. status_heal(src, heal, 0, 0);
  4447. }
  4448. }
  4449. break;
  4450. case GS_BULLSEYE:
  4451. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4452. break;
  4453. case NJ_KASUMIKIRI:
  4454. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4455. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4456. break;
  4457. case NJ_KIRIKAGE:
  4458. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4459. { //You don't move on GVG grounds.
  4460. short x, y;
  4461. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4462. if (unit_movepos(src, x, y, 0, 0)) {
  4463. clif_blown(src);
  4464. }
  4465. }
  4466. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4467. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4468. break;
  4469. case RK_HUNDREDSPEAR:
  4470. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4471. if(rnd()%100 < (10 + 3*skill_lv)) {
  4472. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4473. if( !skill_req )
  4474. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4475. skill_blown(src,bl,6,-1,0);
  4476. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4477. }
  4478. break;
  4479. case RK_PHANTOMTHRUST:
  4480. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4482. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4483. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4484. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4485. break;
  4486. case RK_STORMBLAST:
  4487. if( flag&1 )
  4488. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4489. else {
  4490. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4491. 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);
  4492. }
  4493. break;
  4494. case GC_DARKILLUSION:
  4495. {
  4496. short x, y;
  4497. short dir = map_calc_dir(src,bl->x,bl->y);
  4498. if( dir > 0 && dir < 4) x = 2;
  4499. else if( dir > 4 ) x = -2;
  4500. else x = 0;
  4501. if( dir > 2 && dir < 6 ) y = 2;
  4502. else if( dir == 7 || dir < 2 ) y = -2;
  4503. else y = 0;
  4504. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4505. clif_blown(src);
  4506. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4507. if( rnd()%100 < 4 * skill_lv )
  4508. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4509. }
  4510. }
  4511. break;
  4512. case GC_WEAPONCRUSH:
  4513. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4514. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4515. else if( sd )
  4516. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4517. break;
  4518. case GC_CROSSRIPPERSLASHER:
  4519. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4520. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4521. else
  4522. {
  4523. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4524. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4525. }
  4526. break;
  4527. case GC_PHANTOMMENACE:
  4528. if( flag&1 )
  4529. { // Only Hits Invisible Targets
  4530. struct status_change *tsc2 = status_get_sc(bl);
  4531. if(tsc2 && (tsc2->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc2->data[SC__INVISIBILITY]) )
  4532. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4533. }
  4534. break;
  4535. case WL_CHAINLIGHTNING:
  4536. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4537. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4538. break;
  4539. case WL_DRAINLIFE:
  4540. {
  4541. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4542. int rate = 70 + 5 * skill_lv;
  4543. heal = heal * (5 + 5 * skill_lv) / 100;
  4544. if( bl->type == BL_SKILL )
  4545. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4546. if( heal && rnd()%100 < rate )
  4547. {
  4548. status_heal(src, heal, 0, 0);
  4549. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4550. }
  4551. }
  4552. break;
  4553. case WL_TETRAVORTEX:
  4554. if( sd && sc ) { // No SC? No spheres
  4555. int spheres[5] = { 0, 0, 0, 0, 0 },
  4556. positions[5] = {-1,-1,-1,-1,-1 },
  4557. i, j = 0, k, subskill = 0;
  4558. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4559. if( sc->data[i] ) {
  4560. spheres[j] = i;
  4561. positions[j] = sc->data[i]->val2;
  4562. j++;
  4563. }
  4564. // Sphere Sort, this time from new to old
  4565. for( i = 0; i <= j - 2; i++ )
  4566. for( k = i + 1; k <= j - 1; k++ )
  4567. if( positions[i] < positions[k] ) {
  4568. swap(positions[i],positions[k]);
  4569. swap(spheres[i],spheres[k]);
  4570. }
  4571. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4572. status_change_end(src, spheres[4], INVALID_TIMER);
  4573. j = 4;
  4574. }
  4575. k = 0;
  4576. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4577. switch( sc->data[spheres[i]]->val1 ) {
  4578. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4579. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4580. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4581. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4582. }
  4583. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4584. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4585. status_change_end(src, spheres[i], INVALID_TIMER);
  4586. }
  4587. }
  4588. break;
  4589. case WL_RELEASE:
  4590. if( sd )
  4591. {
  4592. int i;
  4593. // Priority is to release SpellBook
  4594. if( sc && sc->data[SC_READING_SB] )
  4595. { // SpellBook
  4596. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4597. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4598. int cooldown;
  4599. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4600. if( sc->data[i] ) spell[s++] = i;
  4601. if ( s == 0 )
  4602. break;
  4603. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  4604. if(sc->data[i] ){// Now extract the data from the preserved spell
  4605. pres_skill_id = sc->data[i]->val1;
  4606. pres_skill_lv = sc->data[i]->val2;
  4607. point = sc->data[i]->val3;
  4608. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4609. }else //something went wrong :(
  4610. break;
  4611. if( sc->data[SC_READING_SB]->val2 > point )
  4612. sc->data[SC_READING_SB]->val2 -= point;
  4613. else // Last spell to be released
  4614. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4615. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4616. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4617. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4618. break;
  4619. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4620. skill_toggle_magicpower(src, pres_skill_id);
  4621. switch( skill_get_casttype(pres_skill_id) )
  4622. {
  4623. case CAST_GROUND:
  4624. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4625. break;
  4626. case CAST_NODAMAGE:
  4627. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4628. break;
  4629. case CAST_DAMAGE:
  4630. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4631. break;
  4632. }
  4633. sd->ud.canact_tick = tick + skill_delayfix(src, pres_skill_id, pres_skill_lv);
  4634. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4635. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4636. if( cooldown )
  4637. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4638. }
  4639. else
  4640. { // Summon Balls
  4641. int j = 0, k;
  4642. int spheres[5] = { 0, 0, 0, 0, 0 },
  4643. positions[5] = {-1,-1,-1,-1,-1 };
  4644. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4645. if( sc && sc->data[i] )
  4646. {
  4647. spheres[j] = i;
  4648. positions[j] = sc->data[i]->val2;
  4649. sc->data[i]->val2--; // Prepares for next position
  4650. j++;
  4651. }
  4652. if( j == 0 )
  4653. { // No Spheres
  4654. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4655. break;
  4656. }
  4657. // Sphere Sort
  4658. for( i = 0; i <= j - 2; i++ )
  4659. for( k = i + 1; k <= j - 1; k++ )
  4660. if( positions[i] > positions[k] )
  4661. {
  4662. swap(positions[i],positions[k]);
  4663. swap(spheres[i],spheres[k]);
  4664. }
  4665. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4666. for( i = 0; i < j; i++ )
  4667. {
  4668. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4669. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4670. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4671. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4672. }
  4673. clif_skill_nodamage(src,bl,skill_id,0,1);
  4674. }
  4675. }
  4676. break;
  4677. case WL_FROSTMISTY:
  4678. // Causes Freezing status through walls.
  4679. 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));
  4680. // Doesn't deal damage through non-shootable walls.
  4681. 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)) )
  4682. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4683. break;
  4684. case WL_HELLINFERNO:
  4685. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4686. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4687. break;
  4688. case RA_WUGSTRIKE:
  4689. if( sd && pc_isridingwug(sd) ){
  4690. short x[8]={0,-1,-1,-1,0,1,1,1};
  4691. short y[8]={1,1,0,-1,-1,-1,0,1};
  4692. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4693. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4694. clif_blown(src);
  4695. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4696. }
  4697. break;
  4698. }
  4699. case RA_WUGBITE:
  4700. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4701. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4702. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4703. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4704. break;
  4705. case RA_SENSITIVEKEEN:
  4706. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4707. struct status_change * tsc2 = status_get_sc(bl);
  4708. if( tsc2 && tsc2->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4709. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4710. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4711. }
  4712. }
  4713. else
  4714. {
  4715. struct skill_unit *su = NULL;
  4716. struct skill_unit_group* sg;
  4717. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4718. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4719. {
  4720. struct item item_tmp;
  4721. memset(&item_tmp,0,sizeof(item_tmp));
  4722. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4723. item_tmp.identify = 1;
  4724. if( item_tmp.nameid )
  4725. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4726. }
  4727. skill_delunit(su);
  4728. }
  4729. }
  4730. break;
  4731. case NC_INFRAREDSCAN:
  4732. if( flag&1 )
  4733. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4734. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4735. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4736. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4737. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4738. }
  4739. else
  4740. {
  4741. 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);
  4742. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4743. if( sd ) pc_overheat(sd,1);
  4744. }
  4745. break;
  4746. case NC_MAGNETICFIELD:
  4747. if( flag&1 && !map[src->m].flag.pvp ) // Doesn't affect enemies on PvP maps
  4748. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4749. break;
  4750. case SC_FATALMENACE:
  4751. if( flag&1 )
  4752. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4753. else
  4754. {
  4755. short x, y;
  4756. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4757. // Destination area
  4758. skill_area_temp[4] = x;
  4759. skill_area_temp[5] = y;
  4760. 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);
  4761. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4762. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4763. }
  4764. break;
  4765. case LG_PINPOINTATTACK:
  4766. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4767. clif_blown(src);
  4768. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4769. break;
  4770. case LG_SHIELDSPELL:
  4771. if (skill_lv == 1)
  4772. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4773. else if (skill_lv == 2)
  4774. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4775. break;
  4776. case SR_DRAGONCOMBO:
  4777. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4778. break;
  4779. case SR_KNUCKLEARROW:
  4780. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4781. dir_ka = map_calc_dir(bl, src->x, src->y);
  4782. // Has slide effect even in GVG
  4783. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4784. clif_blown(src);
  4785. if( flag&1 )
  4786. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4787. else
  4788. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4789. break;
  4790. case SR_HOWLINGOFLION:
  4791. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4792. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4793. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4794. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4795. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4796. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4797. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4798. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4799. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4800. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4801. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4802. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4803. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4804. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4805. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4806. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4807. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4808. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4809. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4810. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4811. break;
  4812. case SR_EARTHSHAKER:
  4813. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4814. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4815. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4816. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4817. } else {
  4818. 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);
  4819. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4820. }
  4821. break;
  4822. case SR_TIGERCANNON:
  4823. if ( flag&1 ) {
  4824. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4825. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4826. } else if ( sd ) {
  4827. int hpcost = 10 + 2 * skill_lv, spcost = 5 + 1 * skill_lv;
  4828. if (!status_charge(src, status_get_max_hp(src) * hpcost / 100, status_get_max_sp(src) * spcost / 100)) {
  4829. if (sd)
  4830. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4831. break;
  4832. }
  4833. 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);
  4834. }
  4835. break;
  4836. case SO_POISON_BUSTER: {
  4837. struct status_change *tsc2 = status_get_sc(bl);
  4838. if( tsc2 && tsc2->data[SC_POISON] ) {
  4839. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4840. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4841. }
  4842. else if( sd )
  4843. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4844. }
  4845. break;
  4846. case GN_SPORE_EXPLOSION:
  4847. if( flag&1 )
  4848. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4849. else {
  4850. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4851. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4852. }
  4853. break;
  4854. case GN_DEMONIC_FIRE:
  4855. case GN_FIRE_EXPANSION_ACID:
  4856. if (flag&1)
  4857. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4858. break;
  4859. case KO_JYUMONJIKIRI: {
  4860. short x, y;
  4861. short dir = map_calc_dir(src,bl->x,bl->y);
  4862. if (dir > 0 && dir < 4)
  4863. x = 2;
  4864. else if (dir > 4)
  4865. x = -2;
  4866. else
  4867. x = 0;
  4868. if (dir > 2 && dir < 6)
  4869. y = 2;
  4870. else if (dir == 7 || dir < 2)
  4871. y = -2;
  4872. else
  4873. y = 0;
  4874. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  4875. clif_blown(src);
  4876. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4877. }
  4878. }
  4879. break;
  4880. case EL_FIRE_BOMB:
  4881. case EL_FIRE_WAVE:
  4882. case EL_WATER_SCREW:
  4883. case EL_HURRICANE:
  4884. case EL_TYPOON_MIS:
  4885. if( flag&1 )
  4886. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4887. else {
  4888. int i = skill_get_splash(skill_id,skill_lv);
  4889. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4890. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4891. if( rnd()%100 < 30 )
  4892. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4893. else
  4894. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4895. }
  4896. break;
  4897. case EL_ROCK_CRUSHER:
  4898. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4899. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4900. if( rnd()%100 < 50 )
  4901. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4902. else
  4903. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4904. break;
  4905. case EL_STONE_RAIN:
  4906. if( flag&1 )
  4907. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4908. else {
  4909. int i = skill_get_splash(skill_id,skill_lv);
  4910. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4911. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4912. if( rnd()%100 < 30 )
  4913. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4914. else
  4915. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4916. }
  4917. break;
  4918. case EL_FIRE_ARROW:
  4919. case EL_ICE_NEEDLE:
  4920. case EL_WIND_SLASH:
  4921. case EL_STONE_HAMMER:
  4922. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4923. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4924. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4925. break;
  4926. case EL_TIDAL_WEAPON:
  4927. if( src->type == BL_ELEM ) {
  4928. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4929. struct status_change *sc2 = status_get_sc(&ele->bl);
  4930. struct status_change *tsc2 = status_get_sc(bl);
  4931. sc_type type = status_skill2sc(skill_id), type2;
  4932. type2 = type-1;
  4933. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4934. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4935. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  4936. elemental_clean_single_effect(ele, skill_id);
  4937. }
  4938. if( rnd()%100 < 50 )
  4939. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4940. else {
  4941. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4942. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4943. }
  4944. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4945. }
  4946. break;
  4947. //recursive homon skill
  4948. case MH_MAGMA_FLOW:
  4949. case MH_HEILIGE_STANGE:
  4950. if(flag&1){
  4951. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  4952. break;//chance to not trigger atk for magma
  4953. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4954. }
  4955. else
  4956. 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);
  4957. break;
  4958. case MH_STAHL_HORN:
  4959. case MH_NEEDLE_OF_PARALYZE:
  4960. case MH_SONIC_CRAW:
  4961. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4962. break;
  4963. case MH_MIDNIGHT_FRENZY:
  4964. case MH_SILVERVEIN_RUSH:
  4965. {
  4966. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4967. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4968. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4969. }
  4970. break;
  4971. case MH_TINDER_BREAKER:
  4972. case MH_CBC:
  4973. case MH_EQC:
  4974. {
  4975. int duration = 0;
  4976. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4977. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4978. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4979. clif_blown(src);
  4980. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4981. }
  4982. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4983. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4984. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  4985. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4986. }
  4987. break;
  4988. case RL_H_MINE:
  4989. if (!(flag&1)) {
  4990. // Direct attack
  4991. if (!sd || !sd->flicker) {
  4992. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  4993. 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);
  4994. break;
  4995. }
  4996. // Triggered by RL_FLICKER
  4997. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  4998. // Splash damage around it!
  4999. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5000. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5001. flag |= 1; // Don't consume requirement
  5002. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5003. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5004. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5005. }
  5006. }
  5007. else
  5008. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5009. if (sd && sd->flicker)
  5010. flag |= 1; // Don't consume requirement
  5011. break;
  5012. case RL_HAMMER_OF_GOD:
  5013. if (!(flag&1)) {
  5014. if (!sd) {
  5015. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5016. break;
  5017. }
  5018. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  5019. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  5020. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5021. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5022. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5023. }
  5024. }
  5025. else
  5026. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5027. if ((flag&8))
  5028. flag |= 1;
  5029. break;
  5030. case RL_QD_SHOT:
  5031. case RL_D_TAIL:
  5032. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  5033. int sflag = flag;
  5034. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5035. break;
  5036. if (flag&1)
  5037. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5038. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5039. if (sd) {
  5040. if (skill_id != RL_D_TAIL)
  5041. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5042. }
  5043. }
  5044. break;
  5045. case 0:/* no skill - basic/normal attack */
  5046. if(sd) {
  5047. if (flag & 3){
  5048. if (bl->id != skill_area_temp[1])
  5049. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5050. } else {
  5051. skill_area_temp[1] = bl->id;
  5052. map_foreachinrange(skill_area_sub, bl,
  5053. sd->bonus.splash_range, BL_CHAR,
  5054. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5055. skill_castend_damage_id);
  5056. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5057. }
  5058. }
  5059. break;
  5060. default:
  5061. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5062. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5063. 0, abs(skill_get_num(skill_id, skill_lv)),
  5064. skill_id, skill_lv, skill_get_hit(skill_id));
  5065. map_freeblock_unlock();
  5066. return 1;
  5067. }
  5068. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5069. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5070. map_freeblock_unlock();
  5071. if( sd && !(flag&1) )
  5072. {// ensure that the skill last-cast tick is recorded
  5073. sd->canskill_tick = gettick();
  5074. if( sd->state.arrow_atk )
  5075. {// consume arrow on last invocation to this skill.
  5076. battle_consume_ammo(sd, skill_id, skill_lv);
  5077. }
  5078. // perform skill requirement consumption
  5079. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5080. }
  5081. return 0;
  5082. }
  5083. /*==========================================
  5084. *
  5085. *------------------------------------------*/
  5086. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5087. {
  5088. struct map_session_data *sd, *dstsd;
  5089. struct mob_data *md, *dstmd;
  5090. struct homun_data *hd;
  5091. struct mercenary_data *mer;
  5092. struct status_data *sstatus, *tstatus;
  5093. struct status_change *tsc;
  5094. struct status_change_entry *tsce;
  5095. int chorusbonus = 0;
  5096. int i = 0;
  5097. enum sc_type type;
  5098. if(skill_id > 0 && !skill_lv) return 0; // celest
  5099. nullpo_retr(1, src);
  5100. nullpo_retr(1, bl);
  5101. if (src->m != bl->m)
  5102. return 1;
  5103. sd = BL_CAST(BL_PC, src);
  5104. hd = BL_CAST(BL_HOM, src);
  5105. md = BL_CAST(BL_MOB, src);
  5106. mer = BL_CAST(BL_MER, src);
  5107. dstsd = BL_CAST(BL_PC, bl);
  5108. dstmd = BL_CAST(BL_MOB, bl);
  5109. if(bl->prev == NULL)
  5110. return 1;
  5111. if(status_isdead(src))
  5112. return 1;
  5113. if( src != bl && status_isdead(bl) ) {
  5114. switch( skill_id ) { // Skills that may be cast on dead targets
  5115. case NPC_WIDESOULDRAIN:
  5116. case PR_REDEMPTIO:
  5117. case ALL_RESURRECTION:
  5118. case WM_DEADHILLHERE:
  5119. break;
  5120. default:
  5121. return 1;
  5122. }
  5123. }
  5124. tstatus = status_get_status_data(bl);
  5125. sstatus = status_get_status_data(src);
  5126. // Minstrel/Wanderer number check for chorus skills.
  5127. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5128. if( sd && sd->status.party_id ) {
  5129. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5130. if( chorusbonus > 7 )
  5131. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5132. else if( chorusbonus > 2 )
  5133. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5134. }
  5135. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5136. switch (skill_id) {
  5137. case HLIF_HEAL: //[orn]
  5138. if (bl->type != BL_HOM) {
  5139. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5140. break ;
  5141. }
  5142. case AL_HEAL:
  5143. case ALL_RESURRECTION:
  5144. case PR_ASPERSIO:
  5145. case AB_RENOVATIO:
  5146. case AB_HIGHNESSHEAL:
  5147. //Apparently only player casted skills can be offensive like this.
  5148. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5149. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5150. //Offensive heal does not works on non-enemies. [Skotlex]
  5151. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5152. return 0;
  5153. }
  5154. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5155. }
  5156. break;
  5157. case SO_ELEMENTAL_SHIELD: {
  5158. struct party_data *p;
  5159. short ret = 0;
  5160. int x0, y0, x1, y1, range;
  5161. if(sd == NULL || !sd->ed)
  5162. break;
  5163. if((p = party_search(sd->status.party_id)) == NULL)
  5164. break;
  5165. range = skill_get_splash(skill_id,skill_lv);
  5166. x0 = sd->bl.x - range;
  5167. y0 = sd->bl.y - range;
  5168. x1 = sd->bl.x + range;
  5169. y1 = sd->bl.y + range;
  5170. elemental_delete(sd->ed,0);
  5171. if(!skill_check_unit_range(src,src->x,src->y,skill_id,skill_lv))
  5172. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag);
  5173. for(i = 0; i < MAX_PARTY; i++) {
  5174. struct map_session_data *psd = p->data[i].sd;
  5175. if(!psd)
  5176. continue;
  5177. if(psd->bl.m != sd->bl.m || !psd->bl.prev)
  5178. continue;
  5179. if(range && (psd->bl.x < x0 || psd->bl.y < y0 ||
  5180. psd->bl.x > x1 || psd->bl.y > y1))
  5181. continue;
  5182. if(!skill_check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv))
  5183. ret |= skill_castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag);
  5184. }
  5185. return ret;
  5186. }
  5187. break;
  5188. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5189. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5190. case MH_STEINWAND: {
  5191. struct block_list *s_src = battle_get_master(src);
  5192. short ret = 0;
  5193. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5194. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5195. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5196. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5197. if (hd)
  5198. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5199. return ret;
  5200. }
  5201. break;
  5202. default:
  5203. //Skill is actually ground placed.
  5204. if (src == bl && skill_get_unit_id(skill_id,0))
  5205. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5206. }
  5207. type = status_skill2sc(skill_id);
  5208. tsc = status_get_sc(bl);
  5209. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5210. if (src!=bl && type > -1 &&
  5211. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5212. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5213. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5214. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5215. map_freeblock_lock();
  5216. switch(skill_id)
  5217. {
  5218. case HLIF_HEAL: //[orn]
  5219. case AL_HEAL:
  5220. case AB_HIGHNESSHEAL:
  5221. {
  5222. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5223. int heal_get_jobexp;
  5224. if( status_isimmune(bl) ||
  5225. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  5226. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  5227. heal=0;
  5228. if( tsc && tsc->count ) {
  5229. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5230. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5231. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5232. if (src == bl)
  5233. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5234. else {
  5235. bl = src;
  5236. dstsd = sd;
  5237. }
  5238. }
  5239. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5240. heal = 0; //Needed so that it actually displays 0 when healing.
  5241. }
  5242. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5243. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5244. heal = ~heal + 1;
  5245. heal_get_jobexp = status_heal(bl,heal,0,0);
  5246. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5247. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5248. if (heal_get_jobexp <= 0)
  5249. heal_get_jobexp = 1;
  5250. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5251. }
  5252. }
  5253. break;
  5254. case PR_REDEMPTIO:
  5255. if (sd && !(flag&1)) {
  5256. if (sd->status.party_id == 0) {
  5257. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5258. break;
  5259. }
  5260. skill_area_temp[0] = 0;
  5261. party_foreachsamemap(skill_area_sub,
  5262. sd,skill_get_splash(skill_id, skill_lv),
  5263. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5264. skill_castend_nodamage_id);
  5265. if (skill_area_temp[0] == 0) {
  5266. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5267. break;
  5268. }
  5269. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5270. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5271. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5272. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5273. clif_updatestatus(sd,SP_BASEEXP);
  5274. clif_updatestatus(sd,SP_JOBEXP);
  5275. }
  5276. status_set_hp(src, 1, 0);
  5277. status_set_sp(src, 0, 0);
  5278. break;
  5279. } else if (status_isdead(bl) && flag&1) { //Revive
  5280. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5281. skill_lv = 3; //Resurrection level 3 is used
  5282. } else //Invalid target, skip resurrection.
  5283. break;
  5284. case ALL_RESURRECTION:
  5285. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5286. { //No reviving in WoE grounds!
  5287. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5288. break;
  5289. }
  5290. if (!status_isdead(bl))
  5291. break;
  5292. {
  5293. int per = 0, sper = 0;
  5294. if (tsc && tsc->data[SC_HELLPOWER])
  5295. break;
  5296. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5297. break;
  5298. switch(skill_lv){
  5299. case 1: per=10; break;
  5300. case 2: per=30; break;
  5301. case 3: per=50; break;
  5302. case 4: per=80; break;
  5303. }
  5304. if(dstsd && dstsd->special_state.restart_full_recover)
  5305. per = sper = 100;
  5306. if (status_revive(bl, per, sper))
  5307. {
  5308. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5309. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5310. {
  5311. int exp = 0,jexp = 0;
  5312. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5313. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5314. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5315. if (exp < 1) exp = 1;
  5316. }
  5317. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5318. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5319. if (jexp < 1) jexp = 1;
  5320. }
  5321. if(exp > 0 || jexp > 0)
  5322. pc_gainexp (sd, bl, exp, jexp, false);
  5323. }
  5324. }
  5325. }
  5326. break;
  5327. case AL_DECAGI:
  5328. case MER_DECAGI:
  5329. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5330. 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)));
  5331. break;
  5332. case AL_CRUCIS:
  5333. if (flag&1)
  5334. 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));
  5335. else {
  5336. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5337. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5338. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5339. }
  5340. break;
  5341. case PR_LEXDIVINA:
  5342. case MER_LEXDIVINA:
  5343. if( tsce )
  5344. status_change_end(bl,type, INVALID_TIMER);
  5345. else
  5346. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5347. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5348. break;
  5349. case SA_ABRACADABRA:
  5350. if (!skill_abra_count) {
  5351. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5352. break;
  5353. }
  5354. else {
  5355. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5356. do {
  5357. i = rnd() % MAX_SKILL_ABRA_DB;
  5358. abra_skill_id = skill_abra_db[i].skill_id;
  5359. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5360. } while ( checked++ < checked_max &&
  5361. (abra_skill_id == 0 ||
  5362. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5363. if (!skill_get_index(abra_skill_id))
  5364. break;
  5365. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5366. if( sd )
  5367. {// player-casted
  5368. sd->state.abra_flag = 1;
  5369. sd->skillitem = abra_skill_id;
  5370. sd->skillitemlv = abra_skill_lv;
  5371. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5372. }
  5373. else
  5374. {// mob-casted
  5375. struct unit_data *ud = unit_bl2ud(src);
  5376. int inf = skill_get_inf(abra_skill_id);
  5377. if (!ud) break;
  5378. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5379. if (src->type == BL_PET)
  5380. bl = (struct block_list*)((TBL_PET*)src)->master;
  5381. if (!bl) bl = src;
  5382. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5383. } else { //Assume offensive skills
  5384. int target_id = 0;
  5385. if (ud->target)
  5386. target_id = ud->target;
  5387. else switch (src->type) {
  5388. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5389. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5390. }
  5391. if (!target_id)
  5392. break;
  5393. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5394. bl = map_id2bl(target_id);
  5395. if (!bl) bl = src;
  5396. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5397. } else
  5398. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5399. }
  5400. }
  5401. }
  5402. break;
  5403. case SA_COMA:
  5404. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5405. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5406. break;
  5407. case SA_FULLRECOVERY:
  5408. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5409. if (status_isimmune(bl))
  5410. break;
  5411. status_percent_heal(bl, 100, 100);
  5412. break;
  5413. case NPC_ALLHEAL:
  5414. {
  5415. int heal;
  5416. if( status_isimmune(bl) )
  5417. break;
  5418. heal = status_percent_heal(bl, 100, 0);
  5419. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5420. if( dstmd )
  5421. { // Reset Damage Logs
  5422. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5423. dstmd->tdmg = 0;
  5424. }
  5425. }
  5426. break;
  5427. case SA_SUMMONMONSTER:
  5428. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5429. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5430. break;
  5431. case SA_LEVELUP:
  5432. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5433. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5434. break;
  5435. case SA_INSTANTDEATH:
  5436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5437. status_kill(src);
  5438. break;
  5439. case SA_QUESTION:
  5440. clif_emotion(src,E_WHAT);
  5441. case SA_GRAVITY:
  5442. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5443. break;
  5444. case SA_CLASSCHANGE:
  5445. case SA_MONOCELL:
  5446. if (dstmd)
  5447. {
  5448. int class_;
  5449. if ( sd && dstmd->status.mode&MD_BOSS )
  5450. {
  5451. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5452. break;
  5453. }
  5454. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  5455. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5456. mob_class_change(dstmd,class_);
  5457. if( tsc && dstmd->status.mode&MD_BOSS )
  5458. {
  5459. 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 };
  5460. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5461. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5462. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5463. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5464. }
  5465. }
  5466. break;
  5467. case SA_DEATH:
  5468. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5469. {
  5470. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5471. break;
  5472. }
  5473. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5474. status_kill(bl);
  5475. break;
  5476. case SA_REVERSEORCISH:
  5477. case ALL_REVERSEORCISH:
  5478. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5479. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5480. break;
  5481. case SA_FORTUNE:
  5482. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5483. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5484. break;
  5485. case SA_TAMINGMONSTER:
  5486. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5487. if (sd && dstmd) {
  5488. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5489. if( i < MAX_PET_DB )
  5490. pet_catch_process1(sd, dstmd->mob_id);
  5491. }
  5492. break;
  5493. case CR_PROVIDENCE:
  5494. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5495. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5496. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5497. map_freeblock_unlock();
  5498. return 1;
  5499. }
  5500. }
  5501. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5502. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5503. break;
  5504. case CG_MARIONETTE:
  5505. {
  5506. struct status_change* sc = status_get_sc(src);
  5507. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5508. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5509. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5510. map_freeblock_unlock();
  5511. return 1;
  5512. }
  5513. if( sc && tsc )
  5514. {
  5515. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5516. {
  5517. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5518. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5519. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5520. }
  5521. else
  5522. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5523. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5524. {
  5525. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5526. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5527. }
  5528. else
  5529. {
  5530. if( sd )
  5531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5532. map_freeblock_unlock();
  5533. return 1;
  5534. }
  5535. }
  5536. }
  5537. break;
  5538. case RG_CLOSECONFINE:
  5539. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5540. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5541. break;
  5542. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5543. case SA_FROSTWEAPON:
  5544. case SA_LIGHTNINGLOADER:
  5545. case SA_SEISMICWEAPON:
  5546. if (dstsd) {
  5547. if(dstsd->status.weapon == W_FIST ||
  5548. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5549. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5550. dstsd->sc.data[SC_FIREWEAPON] ||
  5551. dstsd->sc.data[SC_WATERWEAPON] ||
  5552. dstsd->sc.data[SC_WINDWEAPON] ||
  5553. dstsd->sc.data[SC_EARTHWEAPON] ||
  5554. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5555. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5556. dstsd->sc.data[SC_ENCPOISON]
  5557. ))
  5558. ) {
  5559. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5560. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5561. break;
  5562. }
  5563. }
  5564. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5565. 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)))) {
  5566. if (sd)
  5567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5568. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5569. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5570. }
  5571. break;
  5572. case PR_ASPERSIO:
  5573. if (sd && dstmd) {
  5574. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5575. break;
  5576. }
  5577. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5578. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5579. break;
  5580. case ITEM_ENCHANTARMS:
  5581. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5582. sc_start2(src,bl,type,100,skill_lv,
  5583. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5584. break;
  5585. case TK_SEVENWIND:
  5586. switch(skill_get_ele(skill_id,skill_lv)) {
  5587. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5588. case ELE_WIND : type = SC_WINDWEAPON; break;
  5589. case ELE_WATER : type = SC_WATERWEAPON; break;
  5590. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5591. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5592. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5593. case ELE_HOLY : type = SC_ASPERSIO; break;
  5594. }
  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. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5598. break;
  5599. case PR_KYRIE:
  5600. case MER_KYRIE:
  5601. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5602. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5603. break;
  5604. //Passive Magnum, should had been casted on yourself.
  5605. case SM_MAGNUM:
  5606. case MS_MAGNUM:
  5607. skill_area_temp[1] = 0;
  5608. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5609. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5610. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5611. // Initiate 20% of your damage becomes fire element.
  5612. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5613. if( sd )
  5614. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5615. else if( bl->type == BL_MER )
  5616. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5617. break;
  5618. case TK_JUMPKICK:
  5619. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5620. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5621. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  5622. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5623. clif_blown(src);
  5624. }
  5625. } else
  5626. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5627. break;
  5628. case AL_INCAGI:
  5629. case AL_BLESSING:
  5630. case MER_INCAGI:
  5631. case MER_BLESSING:
  5632. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5633. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5634. break;
  5635. }
  5636. case PR_SLOWPOISON:
  5637. case PR_IMPOSITIO:
  5638. case PR_LEXAETERNA:
  5639. case PR_SUFFRAGIUM:
  5640. case PR_BENEDICTIO:
  5641. case LK_BERSERK:
  5642. case MS_BERSERK:
  5643. case KN_TWOHANDQUICKEN:
  5644. case KN_ONEHAND:
  5645. case MER_QUICKEN:
  5646. case CR_SPEARQUICKEN:
  5647. case CR_REFLECTSHIELD:
  5648. case MS_REFLECTSHIELD:
  5649. case AS_POISONREACT:
  5650. case MC_LOUD:
  5651. case MG_ENERGYCOAT:
  5652. case MO_EXPLOSIONSPIRITS:
  5653. case MO_STEELBODY:
  5654. case MO_BLADESTOP:
  5655. case LK_AURABLADE:
  5656. case LK_PARRYING:
  5657. case MS_PARRYING:
  5658. case LK_CONCENTRATION:
  5659. case WS_CARTBOOST:
  5660. case SN_SIGHT:
  5661. case WS_MELTDOWN:
  5662. case WS_OVERTHRUSTMAX:
  5663. case ST_REJECTSWORD:
  5664. case HW_MAGICPOWER:
  5665. case PF_MEMORIZE:
  5666. case PA_SACRIFICE:
  5667. case ASC_EDP:
  5668. case PF_DOUBLECASTING:
  5669. case SG_SUN_COMFORT:
  5670. case SG_MOON_COMFORT:
  5671. case SG_STAR_COMFORT:
  5672. case NPC_HALLUCINATION:
  5673. case GS_MADNESSCANCEL:
  5674. case GS_ADJUSTMENT:
  5675. case GS_INCREASING:
  5676. case NJ_KASUMIKIRI:
  5677. case NJ_UTSUSEMI:
  5678. case NJ_NEN:
  5679. case NPC_DEFENDER:
  5680. case NPC_MAGICMIRROR:
  5681. case ST_PRESERVE:
  5682. case NPC_INVINCIBLE:
  5683. case NPC_INVINCIBLEOFF:
  5684. case RK_DEATHBOUND:
  5685. case AB_RENOVATIO:
  5686. case AB_EXPIATIO:
  5687. case AB_DUPLELIGHT:
  5688. case AB_SECRAMENT:
  5689. case NC_ACCELERATION:
  5690. case NC_HOVERING:
  5691. case NC_SHAPESHIFT:
  5692. case WL_RECOGNIZEDSPELL:
  5693. case GC_VENOMIMPRESS:
  5694. case SC_DEADLYINFECT:
  5695. case LG_EXEEDBREAK:
  5696. case LG_PRESTIGE:
  5697. case SR_CRESCENTELBOW:
  5698. case SR_LIGHTNINGWALK:
  5699. case GN_CARTBOOST:
  5700. case KO_MEIKYOUSISUI:
  5701. case ALL_ODINS_POWER:
  5702. case ALL_FULL_THROTTLE:
  5703. case RA_UNLIMIT:
  5704. case WL_TELEKINESIS_INTENSE:
  5705. case RL_HEAT_BARREL:
  5706. case RL_P_ALTER:
  5707. case RL_E_CHAIN:
  5708. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5709. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5710. break;
  5711. case KN_AUTOCOUNTER:
  5712. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5713. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5714. break;
  5715. case SO_STRIKING:
  5716. if (sd) {
  5717. int bonus = 8 + 2 * skill_lv;
  5718. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5719. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5720. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5721. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5722. 0
  5723. );
  5724. }
  5725. break;
  5726. case NPC_STOP:
  5727. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5728. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5729. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5730. break;
  5731. case HP_ASSUMPTIO:
  5732. if( sd && dstmd )
  5733. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5734. else
  5735. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5736. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5737. break;
  5738. case MG_SIGHT:
  5739. case MER_SIGHT:
  5740. case AL_RUWACH:
  5741. case WZ_SIGHTBLASTER:
  5742. case NPC_WIDESIGHT:
  5743. case NPC_STONESKIN:
  5744. case NPC_ANTIMAGIC:
  5745. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5746. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5747. break;
  5748. case HLIF_AVOID:
  5749. case HAMI_DEFENCE:
  5750. i = skill_get_time(skill_id,skill_lv);
  5751. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5752. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5753. break;
  5754. case NJ_BUNSINJYUTSU:
  5755. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5756. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5757. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5758. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5759. break;
  5760. /* Was modified to only affect targetted char. [Skotlex]
  5761. case HP_ASSUMPTIO:
  5762. if (flag&1)
  5763. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5764. else
  5765. {
  5766. map_foreachinrange(skill_area_sub, bl,
  5767. skill_get_splash(skill_id, skill_lv), BL_PC,
  5768. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5769. skill_castend_nodamage_id);
  5770. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5771. }
  5772. break;
  5773. */
  5774. case SM_ENDURE:
  5775. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5776. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5777. break;
  5778. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5779. if (sd && dstsd && dstsd->sc.count) {
  5780. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5781. dstsd->sc.data[SC_WATERWEAPON] ||
  5782. dstsd->sc.data[SC_WINDWEAPON] ||
  5783. dstsd->sc.data[SC_EARTHWEAPON] ||
  5784. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5785. dstsd->sc.data[SC_GHOSTWEAPON]
  5786. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5787. ) {
  5788. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5789. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5790. break;
  5791. }
  5792. }
  5793. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5794. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5795. break;
  5796. case LK_TENSIONRELAX:
  5797. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5798. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5799. skill_get_time(skill_id,skill_lv)));
  5800. break;
  5801. case MC_CHANGECART:
  5802. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5803. break;
  5804. case TK_MISSION:
  5805. if (sd) {
  5806. int id;
  5807. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5808. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5809. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5810. break;
  5811. }
  5812. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5813. if (!id) {
  5814. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5815. break;
  5816. }
  5817. sd->mission_mobid = id;
  5818. sd->mission_count = 0;
  5819. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5820. clif_mission_info(sd, id, 0);
  5821. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5822. }
  5823. break;
  5824. case AC_CONCENTRATION:
  5825. {
  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. map_foreachinrange( status_change_timer_sub, src,
  5829. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5830. src,NULL,type,tick);
  5831. }
  5832. break;
  5833. case SM_PROVOKE:
  5834. case SM_SELFPROVOKE:
  5835. case MER_PROVOKE:
  5836. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5837. {
  5838. map_freeblock_unlock();
  5839. return 1;
  5840. }
  5841. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5842. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5843. (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))));
  5844. if( !i )
  5845. {
  5846. if( sd )
  5847. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5848. map_freeblock_unlock();
  5849. return 0;
  5850. }
  5851. unit_skillcastcancel(bl, 2);
  5852. if( tsc && tsc->count )
  5853. {
  5854. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5855. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5856. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5857. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5858. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5859. }
  5860. if( dstmd )
  5861. {
  5862. dstmd->state.provoke_flag = src->id;
  5863. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5864. }
  5865. break;
  5866. case ML_DEVOTION:
  5867. case CR_DEVOTION:
  5868. {
  5869. int count, lv;
  5870. if( !dstsd || (!sd && !mer) )
  5871. { // Only players can be devoted
  5872. if( sd )
  5873. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5874. break;
  5875. }
  5876. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5877. lv = -lv;
  5878. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5879. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5880. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5881. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5882. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5883. {
  5884. if( sd )
  5885. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5886. map_freeblock_unlock();
  5887. return 1;
  5888. }
  5889. i = 0;
  5890. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  5891. if( sd )
  5892. { // Player Devoting Player
  5893. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5894. if( i == count )
  5895. {
  5896. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5897. if( i == count )
  5898. { // No free slots, skill Fail
  5899. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5900. map_freeblock_unlock();
  5901. return 1;
  5902. }
  5903. }
  5904. sd->devotion[i] = bl->id;
  5905. }
  5906. else
  5907. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5908. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5909. 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)));
  5910. clif_devotion(src, NULL);
  5911. }
  5912. break;
  5913. case MO_CALLSPIRITS:
  5914. if(sd) {
  5915. int limit = skill_lv;
  5916. if( sd->sc.data[SC_RAISINGDRAGON] )
  5917. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5919. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5920. }
  5921. break;
  5922. case CH_SOULCOLLECT:
  5923. if(sd) {
  5924. int limit = 5;
  5925. if( sd->sc.data[SC_RAISINGDRAGON] )
  5926. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5927. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5928. for (i = 0; i < limit; i++)
  5929. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5930. }
  5931. break;
  5932. case MO_KITRANSLATION:
  5933. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  5934. //Require will define how many spiritballs will be transferred
  5935. struct skill_condition require;
  5936. require = skill_get_requirement(sd,skill_id,skill_lv);
  5937. pc_delspiritball(sd,require.spiritball,0);
  5938. for (i = 0; i < require.spiritball; i++)
  5939. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5940. } else {
  5941. if(sd)
  5942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5943. map_freeblock_unlock();
  5944. return 0;
  5945. }
  5946. break;
  5947. case TK_TURNKICK:
  5948. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5949. if (skill_area_temp[1] != bl->id) {
  5950. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5951. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5952. }
  5953. break;
  5954. case MO_ABSORBSPIRITS:
  5955. i = 0;
  5956. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION))
  5957. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5958. i = dstsd->spiritball * 7;
  5959. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5960. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5961. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5962. i = 2 * dstmd->level;
  5963. mob_target(dstmd,src,0);
  5964. }
  5965. if (i) status_heal(src, 0, i, 3);
  5966. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5967. break;
  5968. case AC_MAKINGARROW:
  5969. if(sd) {
  5970. clif_arrow_create_list(sd);
  5971. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5972. }
  5973. break;
  5974. case AM_PHARMACY:
  5975. if(sd) {
  5976. clif_skill_produce_mix_list(sd,skill_id,22);
  5977. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5978. }
  5979. break;
  5980. case SA_CREATECON:
  5981. if(sd) {
  5982. clif_elementalconverter_list(sd);
  5983. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5984. }
  5985. break;
  5986. case BS_HAMMERFALL:
  5987. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5988. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5989. break;
  5990. case RG_RAID:
  5991. skill_area_temp[1] = 0;
  5992. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5993. map_foreachinrange(skill_area_sub, bl,
  5994. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5995. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5996. skill_castend_damage_id);
  5997. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5998. break;
  5999. //List of self skills that give damage around caster
  6000. case ASC_METEORASSAULT:
  6001. case GS_SPREADATTACK:
  6002. case RK_STORMBLAST:
  6003. case NC_AXETORNADO:
  6004. case GC_COUNTERSLASH:
  6005. case SR_SKYNETBLOW:
  6006. case SR_RAMPAGEBLASTER:
  6007. case SR_HOWLINGOFLION:
  6008. case KO_HAPPOKUNAI:
  6009. case RL_FIREDANCE:
  6010. case RL_R_TRIP:
  6011. skill_area_temp[1] = 0;
  6012. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6013. if (battle_config.skill_wall_check)
  6014. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6015. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6016. else
  6017. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6018. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6019. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6020. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6021. break;
  6022. case NC_EMERGENCYCOOL:
  6023. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6024. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6025. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6026. break;
  6027. case SR_WINDMILL:
  6028. case GN_CART_TORNADO:
  6029. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6030. case SR_EARTHSHAKER:
  6031. case NC_INFRAREDSCAN:
  6032. case NPC_EARTHQUAKE:
  6033. case NPC_VAMPIRE_GIFT:
  6034. case NPC_HELLJUDGEMENT:
  6035. case NPC_PULSESTRIKE:
  6036. case LG_MOONSLASHER:
  6037. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6038. break;
  6039. case KN_BRANDISHSPEAR:
  6040. case ML_BRANDISH:
  6041. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  6042. break;
  6043. case WZ_SIGHTRASHER:
  6044. //Passive side of the attack.
  6045. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6046. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6047. map_foreachinrange(skill_area_sub,src,
  6048. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6049. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6050. skill_castend_damage_id);
  6051. break;
  6052. case NJ_HYOUSYOURAKU:
  6053. case NJ_RAIGEKISAI:
  6054. case WZ_FROSTNOVA:
  6055. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6056. skill_area_temp[1] = 0;
  6057. map_foreachinrange(skill_attack_area, src,
  6058. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6059. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6060. break;
  6061. case HVAN_EXPLOSION: //[orn]
  6062. case NPC_SELFDESTRUCTION:
  6063. //Self Destruction hits everyone in range (allies+enemies)
  6064. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6065. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6066. BCT_ENEMY:BCT_ALL;
  6067. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6068. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6069. map_foreachinrange(skill_area_sub, bl,
  6070. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6071. src, skill_id, skill_lv, tick, flag|i,
  6072. skill_castend_damage_id);
  6073. if(map_addblock(src))
  6074. return 1;
  6075. status_damage(src, src, sstatus->max_hp,0,0,1);
  6076. break;
  6077. case AL_ANGELUS:
  6078. case PR_MAGNIFICAT:
  6079. case PR_GLORIA:
  6080. case SN_WINDWALK:
  6081. case CASH_BLESSING:
  6082. case CASH_INCAGI:
  6083. case CASH_ASSUMPTIO:
  6084. case WM_FRIGG_SONG:
  6085. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6086. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6087. else if( sd )
  6088. 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);
  6089. break;
  6090. case MER_MAGNIFICAT:
  6091. if( mer != NULL )
  6092. {
  6093. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6094. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6095. 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);
  6096. else if( mer->master && !(flag&1) )
  6097. 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)));
  6098. }
  6099. break;
  6100. case BS_ADRENALINE:
  6101. case BS_ADRENALINE2:
  6102. case BS_WEAPONPERFECT:
  6103. case BS_OVERTHRUST:
  6104. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6105. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6106. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  6107. } else if (sd) {
  6108. party_foreachsamemap(skill_area_sub,
  6109. sd,skill_get_splash(skill_id, skill_lv),
  6110. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6111. skill_castend_nodamage_id);
  6112. }
  6113. break;
  6114. case BS_MAXIMIZE:
  6115. case NV_TRICKDEAD:
  6116. case CR_DEFENDER:
  6117. case ML_DEFENDER:
  6118. case CR_AUTOGUARD:
  6119. case ML_AUTOGUARD:
  6120. case TK_READYSTORM:
  6121. case TK_READYDOWN:
  6122. case TK_READYTURN:
  6123. case TK_READYCOUNTER:
  6124. case TK_DODGE:
  6125. case CR_SHRINK:
  6126. case SG_FUSION:
  6127. case GS_GATLINGFEVER:
  6128. if( tsce )
  6129. {
  6130. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6131. map_freeblock_unlock();
  6132. return 0;
  6133. }
  6134. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6135. break;
  6136. case SL_KAITE:
  6137. case SL_KAAHI:
  6138. case SL_KAIZEL:
  6139. case SL_KAUPE:
  6140. if (sd) {
  6141. if (!dstsd || !(
  6142. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6143. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6144. dstsd->status.char_id == sd->status.char_id ||
  6145. dstsd->status.char_id == sd->status.partner_id ||
  6146. dstsd->status.char_id == sd->status.child
  6147. )) {
  6148. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6149. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6150. break;
  6151. }
  6152. }
  6153. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6154. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6155. break;
  6156. case SM_AUTOBERSERK:
  6157. case MER_AUTOBERSERK:
  6158. if( tsce )
  6159. i = status_change_end(bl, type, INVALID_TIMER);
  6160. else
  6161. i = sc_start(src,bl,type,100,skill_lv,60000);
  6162. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6163. break;
  6164. case TF_HIDING:
  6165. case ST_CHASEWALK:
  6166. case KO_YAMIKUMO:
  6167. if (tsce)
  6168. {
  6169. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6170. map_freeblock_unlock();
  6171. return 0;
  6172. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6173. //Mado Gear cannot hide
  6174. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6175. map_freeblock_unlock();
  6176. return 0;
  6177. }
  6178. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6179. break;
  6180. case TK_RUN:
  6181. if (tsce)
  6182. {
  6183. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6184. map_freeblock_unlock();
  6185. return 0;
  6186. }
  6187. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6188. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6189. clif_walkok(sd); // So aegis has to resend the walk ok.
  6190. break;
  6191. case AS_CLOAKING:
  6192. case GC_CLOAKINGEXCEED:
  6193. case LG_FORCEOFVANGUARD:
  6194. case SC_REPRODUCE:
  6195. case SC_INVISIBILITY:
  6196. case RA_CAMOUFLAGE:
  6197. if (tsce) {
  6198. i = status_change_end(bl, type, INVALID_TIMER);
  6199. if( i )
  6200. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6201. else if( sd )
  6202. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6203. map_freeblock_unlock();
  6204. return 0;
  6205. }
  6206. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6207. if( i )
  6208. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6209. else if( sd )
  6210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6211. break;
  6212. case BD_ADAPTATION:
  6213. if(tsc && tsc->data[SC_DANCING]){
  6214. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6215. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6216. }
  6217. break;
  6218. case BA_FROSTJOKER:
  6219. case DC_SCREAM:
  6220. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6221. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6222. if (md) {
  6223. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6224. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6225. char temp[70];
  6226. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6227. clif_disp_overhead(&md->bl,temp);
  6228. }
  6229. break;
  6230. case BA_PANGVOICE:
  6231. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6232. break;
  6233. case DC_WINKCHARM:
  6234. if( dstsd )
  6235. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6236. else
  6237. if( dstmd )
  6238. {
  6239. if( status_get_lv(src) > status_get_lv(bl)
  6240. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6241. && !(tstatus->mode&MD_BOSS) )
  6242. 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)));
  6243. else
  6244. {
  6245. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6246. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6247. }
  6248. }
  6249. break;
  6250. case TF_STEAL:
  6251. if(sd) {
  6252. if(pc_steal_item(sd,bl,skill_lv))
  6253. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6254. else
  6255. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6256. }
  6257. break;
  6258. case RG_STEALCOIN:
  6259. if(sd) {
  6260. if(pc_steal_coin(sd,bl))
  6261. {
  6262. dstmd->state.provoke_flag = src->id;
  6263. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6264. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6265. }
  6266. else
  6267. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6268. }
  6269. break;
  6270. case MG_STONECURSE:
  6271. {
  6272. int brate = 0;
  6273. if (tstatus->mode&MD_BOSS) {
  6274. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6275. break;
  6276. }
  6277. if(status_isimmune(bl) || !tsc)
  6278. break;
  6279. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  6280. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6281. if (tsc->data[SC_STONE]) {
  6282. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6283. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6284. break;
  6285. }
  6286. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6287. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  6288. skill_get_time2(skill_id,skill_lv)))
  6289. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6290. else if(sd) {
  6291. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6292. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6293. if (skill_lv > 5)
  6294. { // not to consume items
  6295. map_freeblock_unlock();
  6296. return 0;
  6297. }
  6298. }
  6299. }
  6300. break;
  6301. case NV_FIRSTAID:
  6302. clif_skill_nodamage(src,bl,skill_id,5,1);
  6303. status_heal(bl,5,0,0);
  6304. break;
  6305. case AL_CURE:
  6306. if(status_isimmune(bl)) {
  6307. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6308. break;
  6309. }
  6310. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6311. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6312. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6313. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6314. break;
  6315. case TF_DETOXIFY:
  6316. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6317. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6318. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6319. break;
  6320. case PR_STRECOVERY:
  6321. if(status_isimmune(bl)) {
  6322. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6323. break;
  6324. }
  6325. if (tsc && tsc->opt1) {
  6326. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6327. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6328. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6329. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6330. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6331. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6332. }
  6333. //Is this equation really right? It looks so... special.
  6334. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6335. {
  6336. status_change_start(src,bl, SC_BLIND,
  6337. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  6338. 1,0,0,0,
  6339. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCSTART_NONE);
  6340. }
  6341. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6342. if(dstmd)
  6343. mob_unlocktarget(dstmd,tick);
  6344. break;
  6345. // Mercenary Supportive Skills
  6346. case MER_BENEDICTION:
  6347. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6348. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6349. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6350. break;
  6351. case MER_COMPRESS:
  6352. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6353. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6354. break;
  6355. case MER_MENTALCURE:
  6356. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6357. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6358. break;
  6359. case MER_RECUPERATE:
  6360. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6361. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6362. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6363. break;
  6364. case MER_REGAIN:
  6365. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6366. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6367. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6368. break;
  6369. case MER_TENDER:
  6370. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6371. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6372. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6373. break;
  6374. case MER_SCAPEGOAT:
  6375. if( mer && mer->master )
  6376. {
  6377. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6378. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6379. }
  6380. break;
  6381. case MER_ESTIMATION:
  6382. if( !mer )
  6383. break;
  6384. sd = mer->master;
  6385. case WZ_ESTIMATION:
  6386. if( sd == NULL )
  6387. break;
  6388. if( dstsd )
  6389. { // Fail on Players
  6390. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6391. break;
  6392. }
  6393. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6394. break; // Cannot be Used on Emperium
  6395. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6396. clif_skill_estimation(sd, bl);
  6397. if( skill_id == MER_ESTIMATION )
  6398. sd = NULL;
  6399. break;
  6400. case BS_REPAIRWEAPON:
  6401. if(sd && dstsd)
  6402. clif_item_repair_list(sd,dstsd,skill_lv);
  6403. break;
  6404. case MC_IDENTIFY:
  6405. if(sd) {
  6406. clif_item_identify_list(sd);
  6407. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6408. map_freeblock_unlock();
  6409. return 1;
  6410. }
  6411. else { // consume sp only if succeeded
  6412. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6413. status_zap(src,0,req.sp);
  6414. }
  6415. }
  6416. break;
  6417. // Weapon Refining [Celest]
  6418. case WS_WEAPONREFINE:
  6419. if(sd)
  6420. clif_item_refine_list(sd);
  6421. break;
  6422. case MC_VENDING:
  6423. if(sd)
  6424. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6425. if ( !pc_can_give_items(sd) )
  6426. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6427. else {
  6428. sd->state.prevend = 1;
  6429. clif_openvendingreq(sd,2+skill_lv);
  6430. }
  6431. }
  6432. break;
  6433. case AL_TELEPORT:
  6434. case ALL_ODINS_RECALL:
  6435. if(sd)
  6436. {
  6437. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6438. clif_skill_teleportmessage(sd,0);
  6439. break;
  6440. }
  6441. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6442. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6443. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6444. break;
  6445. }
  6446. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6447. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6448. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6449. {
  6450. if( skill_lv == 1 )
  6451. pc_randomwarp(sd,CLR_TELEPORT);
  6452. else
  6453. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6454. break;
  6455. }
  6456. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6457. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6458. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6459. else
  6460. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6461. } else
  6462. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6463. break;
  6464. case NPC_EXPULSION:
  6465. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6466. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6467. break;
  6468. case AL_HOLYWATER:
  6469. if(sd) {
  6470. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  6471. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6472. else
  6473. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6474. }
  6475. break;
  6476. case TF_PICKSTONE:
  6477. if(sd) {
  6478. unsigned char eflag;
  6479. struct item item_tmp;
  6480. struct block_list tbl;
  6481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6482. memset(&item_tmp,0,sizeof(item_tmp));
  6483. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6484. item_tmp.nameid = ITEMID_STONE;
  6485. item_tmp.identify = 1;
  6486. tbl.id = 0;
  6487. // Commented because of duplicate animation [Lemongrass]
  6488. // At the moment this displays the pickup animation a second time
  6489. // If this is required in older clients, we need to add a version check here
  6490. //clif_takeitem(&sd->bl,&tbl);
  6491. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6492. if(eflag) {
  6493. clif_additem(sd,0,0,eflag);
  6494. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6495. }
  6496. }
  6497. break;
  6498. case ASC_CDP:
  6499. if(sd) {
  6500. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6501. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6502. }
  6503. break;
  6504. case RG_STRIPWEAPON:
  6505. case RG_STRIPSHIELD:
  6506. case RG_STRIPARMOR:
  6507. case RG_STRIPHELM:
  6508. case ST_FULLSTRIP:
  6509. case GC_WEAPONCRUSH:
  6510. case SC_STRIPACCESSARY: {
  6511. unsigned short location = 0;
  6512. int d = 0;
  6513. //Rate in percent
  6514. if ( skill_id == ST_FULLSTRIP ) {
  6515. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6516. } else if( skill_id == SC_STRIPACCESSARY ) {
  6517. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6518. } else {
  6519. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6520. }
  6521. if (i < 5) i = 5; //Minimum rate 5%
  6522. //Duration in ms
  6523. if( skill_id == GC_WEAPONCRUSH){
  6524. d = skill_get_time(skill_id,skill_lv);
  6525. if(bl->type == BL_PC)
  6526. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6527. else
  6528. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6529. }else
  6530. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6531. if (d < 0) d = 0; //Minimum duration 0ms
  6532. switch (skill_id) {
  6533. case RG_STRIPWEAPON:
  6534. case GC_WEAPONCRUSH:
  6535. location = EQP_WEAPON;
  6536. break;
  6537. case RG_STRIPSHIELD:
  6538. location = EQP_SHIELD;
  6539. break;
  6540. case RG_STRIPARMOR:
  6541. location = EQP_ARMOR;
  6542. break;
  6543. case RG_STRIPHELM:
  6544. location = EQP_HELM;
  6545. break;
  6546. case ST_FULLSTRIP:
  6547. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6548. break;
  6549. case SC_STRIPACCESSARY:
  6550. location = EQP_ACC;
  6551. break;
  6552. }
  6553. //Special message when trying to use strip on FCP [Jobbie]
  6554. 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])
  6555. {
  6556. clif_gospel_info(sd, 0x28);
  6557. break;
  6558. }
  6559. //Attempts to strip at rate i and duration d
  6560. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6561. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6562. //Nothing stripped.
  6563. if( sd && !i )
  6564. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6565. break;
  6566. }
  6567. case AM_BERSERKPITCHER:
  6568. case AM_POTIONPITCHER:
  6569. {
  6570. int j,hp = 0,sp = 0;
  6571. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6572. map_freeblock_unlock();
  6573. return 1;
  6574. }
  6575. if( sd ) {
  6576. int x,bonus=100;
  6577. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6578. x = skill_lv%11 - 1;
  6579. j = pc_search_inventory(sd, require.itemid[x]);
  6580. if (j < 0 || require.itemid[x] <= 0) {
  6581. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6582. map_freeblock_unlock();
  6583. return 1;
  6584. }
  6585. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6586. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6587. map_freeblock_unlock();
  6588. return 1;
  6589. }
  6590. if( skill_id == AM_BERSERKPITCHER ) {
  6591. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6592. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6593. map_freeblock_unlock();
  6594. return 1;
  6595. }
  6596. }
  6597. potion_flag = 1;
  6598. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6599. potion_target = bl->id;
  6600. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6601. potion_flag = potion_target = 0;
  6602. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6603. bonus += sd->status.base_level;
  6604. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6605. hp = tstatus->max_hp * potion_per_hp / 100;
  6606. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6607. if( dstsd ) {
  6608. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6609. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6610. }
  6611. } else {
  6612. if( potion_hp > 0 ) {
  6613. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6614. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6615. if( dstsd )
  6616. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6617. }
  6618. if( potion_sp > 0 ) {
  6619. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6620. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6621. if( dstsd )
  6622. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6623. }
  6624. }
  6625. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6626. hp += hp * bonus / 100;
  6627. sp += sp * bonus / 100;
  6628. }
  6629. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6630. hp += hp * j / 100;
  6631. sp += sp * j / 100;
  6632. }
  6633. } else {
  6634. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6635. switch (skill_lv) {
  6636. case 1: hp = 45; break;
  6637. case 2: hp = 105; break;
  6638. case 3: hp = 175; break;
  6639. default: hp = 325; break;
  6640. }
  6641. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6642. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6643. if( dstsd )
  6644. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6645. }
  6646. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6647. hp += hp * j / 100;
  6648. sp += sp * j / 100;
  6649. }
  6650. if( tsc && tsc->count ) {
  6651. if( tsc->data[SC_CRITICALWOUND] ) {
  6652. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6653. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6654. }
  6655. if( tsc->data[SC_DEATHHURT] ) {
  6656. hp -= hp * 20 / 100;
  6657. sp -= sp * 20 / 100;
  6658. }
  6659. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6660. hp += hp / 10;
  6661. sp += sp / 10;
  6662. }
  6663. }
  6664. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6665. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6666. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6667. if( sp > 0 )
  6668. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6669. #ifdef RENEWAL
  6670. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6671. sp = 0;
  6672. #endif
  6673. status_heal(bl,hp,sp,0);
  6674. }
  6675. break;
  6676. case AM_CP_WEAPON:
  6677. case AM_CP_SHIELD:
  6678. case AM_CP_ARMOR:
  6679. case AM_CP_HELM:
  6680. {
  6681. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6682. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6683. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6684. map_freeblock_unlock(); // Don't consume item requirements
  6685. return 0;
  6686. }
  6687. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6688. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6689. }
  6690. break;
  6691. case AM_TWILIGHT1:
  6692. if (sd) {
  6693. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6694. //Prepare 200 White Potions.
  6695. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
  6696. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6697. }
  6698. break;
  6699. case AM_TWILIGHT2:
  6700. if (sd) {
  6701. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6702. //Prepare 200 Slim White Potions.
  6703. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
  6704. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6705. }
  6706. break;
  6707. case AM_TWILIGHT3:
  6708. if (sd) {
  6709. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6710. if( ebottle >= 0 )
  6711. ebottle = sd->status.inventory[ebottle].amount;
  6712. //check if you can produce all three, if not, then fail:
  6713. if (!skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100) //100 Alcohol
  6714. || !skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
  6715. || !skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
  6716. || ebottle < 200 //200 empty bottle are required at total.
  6717. ) {
  6718. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6719. break;
  6720. }
  6721. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6722. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100);
  6723. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
  6724. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
  6725. }
  6726. break;
  6727. case SA_DISPELL:
  6728. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6729. {
  6730. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6731. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6732. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6733. || rnd()%100 >= 50+10*skill_lv
  6734. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6735. {
  6736. if (sd)
  6737. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6738. break;
  6739. }
  6740. if(status_isimmune(bl))
  6741. break;
  6742. //Remove bonus_script by Dispell
  6743. if (dstsd)
  6744. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  6745. if(!tsc || !tsc->count)
  6746. break;
  6747. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6748. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6749. break;
  6750. }
  6751. for(i=0;i<SC_MAX;i++) {
  6752. if (!tsc->data[i])
  6753. continue;
  6754. switch (i) {
  6755. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6756. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6757. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6758. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6759. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6760. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6761. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6762. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6763. case SC_EDP: case SC_AUTOBERSERK:
  6764. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6765. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6766. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6767. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6768. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6769. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6770. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6771. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6772. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6773. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6774. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6775. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6776. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6777. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6778. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6779. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6780. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6781. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6782. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6783. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6784. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6785. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6786. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6787. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6788. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6789. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6790. case SC_HAWKEYES: case SC_PUSH_CART:
  6791. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  6792. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  6793. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  6794. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  6795. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  6796. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6797. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6798. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  6799. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  6800. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  6801. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  6802. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  6803. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  6804. #ifdef RENEWAL
  6805. case SC_EXTREMITYFIST2:
  6806. #endif
  6807. continue;
  6808. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6809. case SC_WHISTLE:
  6810. case SC_ASSNCROS:
  6811. case SC_POEMBRAGI:
  6812. case SC_APPLEIDUN:
  6813. case SC_HUMMING:
  6814. case SC_DONTFORGETME:
  6815. case SC_FORTUNE:
  6816. case SC_SERVICE4U:
  6817. if(tsc->data[i]->val4==0)
  6818. continue; //if in song-area don't end it
  6819. break;
  6820. case SC_ASSUMPTIO:
  6821. if( bl->type == BL_MOB )
  6822. continue;
  6823. break;
  6824. }
  6825. 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.
  6826. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6827. }
  6828. break;
  6829. }
  6830. //Affect all targets on splash area.
  6831. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6832. src, skill_id, skill_lv, tick, flag|1,
  6833. skill_castend_damage_id);
  6834. break;
  6835. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6836. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6837. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6838. break;
  6839. case TK_HIGHJUMP:
  6840. {
  6841. int x,y, dir = unit_getdir(src);
  6842. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6843. if( map[src->m].flag.noteleport &&
  6844. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6845. ) {
  6846. x = src->x;
  6847. y = src->y;
  6848. } else {
  6849. x = src->x + dirx[dir]*skill_lv*2;
  6850. y = src->y + diry[dir]*skill_lv*2;
  6851. }
  6852. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6853. 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))
  6854. clif_blown(src);
  6855. }
  6856. break;
  6857. case SA_CASTCANCEL:
  6858. case SO_SPELLFIST:
  6859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6860. unit_skillcastcancel(src,1);
  6861. if(sd) {
  6862. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6863. if( skill_id == SO_SPELLFIST ){
  6864. 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));
  6865. sd->skill_id_old = sd->skill_lv_old = 0;
  6866. break;
  6867. }
  6868. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6869. if(sp < 0) sp = 0;
  6870. status_zap(src, 0, sp);
  6871. }
  6872. break;
  6873. case SA_SPELLBREAKER:
  6874. {
  6875. int sp;
  6876. if(tsc && tsc->data[SC_MAGICROD]) {
  6877. sp = skill_get_sp(skill_id,skill_lv);
  6878. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6879. if(sp < 1) sp = 1;
  6880. status_heal(bl,0,sp,2);
  6881. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6882. } else {
  6883. struct unit_data *ud = unit_bl2ud(bl);
  6884. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6885. if (!ud || ud->skilltimer == INVALID_TIMER)
  6886. break; //Nothing to cancel.
  6887. bl_skill_id = ud->skill_id;
  6888. bl_skill_lv = ud->skill_lv;
  6889. if (tstatus->mode & MD_BOSS)
  6890. { //Only 10% success chance against bosses. [Skotlex]
  6891. if (rnd()%100 < 90)
  6892. {
  6893. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6894. break;
  6895. }
  6896. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6897. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6898. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6899. unit_skillcastcancel(bl,0);
  6900. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6901. status_zap(bl, hp, sp);
  6902. if (hp && skill_lv >= 5)
  6903. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6904. else
  6905. hp = 0;
  6906. if (sp) //Recover some of the SP used
  6907. sp = sp*(25*(skill_lv-1))/100;
  6908. if(hp || sp)
  6909. status_heal(src, hp, sp, 2);
  6910. }
  6911. }
  6912. break;
  6913. case SA_MAGICROD:
  6914. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6915. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6916. break;
  6917. case SA_AUTOSPELL:
  6918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6919. if(sd)
  6920. clif_autospell(sd,skill_lv);
  6921. else {
  6922. int maxlv=1,spellid=0;
  6923. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6924. if(skill_lv >= 10) {
  6925. spellid = MG_FROSTDIVER;
  6926. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6927. // maxlv = 10;
  6928. // else
  6929. maxlv = skill_lv - 9;
  6930. }
  6931. else if(skill_lv >=8) {
  6932. spellid = MG_FIREBALL;
  6933. maxlv = skill_lv - 7;
  6934. }
  6935. else if(skill_lv >=5) {
  6936. spellid = MG_SOULSTRIKE;
  6937. maxlv = skill_lv - 4;
  6938. }
  6939. else if(skill_lv >=2) {
  6940. int i_rnd = rnd()%3;
  6941. spellid = spellarray[i_rnd];
  6942. maxlv = skill_lv - 1;
  6943. }
  6944. else if(skill_lv > 0) {
  6945. spellid = MG_NAPALMBEAT;
  6946. maxlv = 3;
  6947. }
  6948. if(spellid > 0)
  6949. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6950. skill_get_time(SA_AUTOSPELL,skill_lv));
  6951. }
  6952. break;
  6953. case BS_GREED:
  6954. if(sd){
  6955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6956. map_foreachinrange(skill_greed,bl,
  6957. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6958. }
  6959. break;
  6960. case SA_ELEMENTWATER:
  6961. case SA_ELEMENTFIRE:
  6962. case SA_ELEMENTGROUND:
  6963. case SA_ELEMENTWIND:
  6964. if(sd && !dstmd) //Only works on monsters.
  6965. break;
  6966. if(tstatus->mode&MD_BOSS)
  6967. break;
  6968. case NPC_ATTRICHANGE:
  6969. case NPC_CHANGEWATER:
  6970. case NPC_CHANGEGROUND:
  6971. case NPC_CHANGEFIRE:
  6972. case NPC_CHANGEWIND:
  6973. case NPC_CHANGEPOISON:
  6974. case NPC_CHANGEHOLY:
  6975. case NPC_CHANGEDARKNESS:
  6976. case NPC_CHANGETELEKINESIS:
  6977. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6978. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6979. skill_get_time(skill_id, skill_lv)));
  6980. break;
  6981. case NPC_CHANGEUNDEAD:
  6982. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6983. //TO-DO This is ugly, fix it
  6984. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6985. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6986. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6987. skill_get_time(skill_id, skill_lv)));
  6988. break;
  6989. case NPC_PROVOCATION:
  6990. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6991. if (md) mob_unlocktarget(md, tick);
  6992. break;
  6993. case NPC_KEEPING:
  6994. case NPC_BARRIER:
  6995. {
  6996. int skill_time = skill_get_time(skill_id,skill_lv);
  6997. struct unit_data *ud = unit_bl2ud(bl);
  6998. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6999. sc_start(src,bl,type,100,skill_lv,skill_time))
  7000. && ud) { //Disable attacking/acting/moving for skill's duration.
  7001. ud->attackabletime =
  7002. ud->canact_tick =
  7003. ud->canmove_tick = tick + skill_time;
  7004. }
  7005. }
  7006. break;
  7007. case NPC_REBIRTH:
  7008. if( md && md->state.rebirth )
  7009. break; // only works once
  7010. sc_start(src,bl,type,100,skill_lv,-1);
  7011. break;
  7012. case NPC_DARKBLESSING:
  7013. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7014. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7015. break;
  7016. case NPC_LICK:
  7017. status_zap(bl, 0, 100);
  7018. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7019. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7020. break;
  7021. case NPC_SUICIDE:
  7022. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7023. status_kill(src); //When suiciding, neither exp nor drops is given.
  7024. break;
  7025. case NPC_SUMMONSLAVE:
  7026. case NPC_SUMMONMONSTER:
  7027. if(md && md->skill_idx >= 0)
  7028. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7029. break;
  7030. case NPC_CALLSLAVE:
  7031. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7032. break;
  7033. case NPC_RANDOMMOVE:
  7034. if (md) {
  7035. md->next_walktime = tick - 1;
  7036. mob_randomwalk(md,tick);
  7037. }
  7038. break;
  7039. case NPC_SPEEDUP:
  7040. {
  7041. // or does it increase casting rate? just a guess xD
  7042. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7043. if (i_type > SC_ASPDPOTION3)
  7044. i_type = SC_ASPDPOTION3;
  7045. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7046. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7047. }
  7048. break;
  7049. case NPC_REVENGE:
  7050. // not really needed... but adding here anyway ^^
  7051. if (md && md->master_id > 0) {
  7052. struct block_list *mbl, *tbl;
  7053. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7054. (tbl = battle_gettargeted(mbl)) == NULL)
  7055. break;
  7056. md->state.provoke_flag = tbl->id;
  7057. mob_target(md, tbl, sstatus->rhw.range);
  7058. }
  7059. break;
  7060. case NPC_RUN:
  7061. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7062. mob_unlocktarget(md, tick);
  7063. break;
  7064. case NPC_TRANSFORMATION:
  7065. case NPC_METAMORPHOSIS:
  7066. if(md && md->skill_idx >= 0) {
  7067. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7068. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7069. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7070. if (class_) mob_class_change(md, class_);
  7071. }
  7072. break;
  7073. case NPC_EMOTION_ON:
  7074. case NPC_EMOTION:
  7075. //val[0] is the emotion to use.
  7076. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7077. //val[1] 'sets' the mode
  7078. //val[2] adds to the current mode
  7079. //val[3] removes from the current mode
  7080. //val[4] if set, asks to delete the previous mode change.
  7081. if(md && md->skill_idx >= 0 && tsc)
  7082. {
  7083. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7084. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7085. status_change_end(bl, type, INVALID_TIMER);
  7086. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7087. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7088. mob_unlocktarget(md,tick);
  7089. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7090. sc_start4(src,src, type, 100, skill_lv,
  7091. md->db->skill[md->skill_idx].val[1],
  7092. md->db->skill[md->skill_idx].val[2],
  7093. md->db->skill[md->skill_idx].val[3],
  7094. skill_get_time(skill_id, skill_lv));
  7095. }
  7096. break;
  7097. case NPC_POWERUP:
  7098. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7099. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7100. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7101. break;
  7102. case NPC_AGIUP:
  7103. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7104. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7105. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7106. break;
  7107. case NPC_INVISIBLE:
  7108. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7109. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7110. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7111. break;
  7112. case NPC_SIEGEMODE:
  7113. // not sure what it does
  7114. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7115. break;
  7116. case WE_MALE:
  7117. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  7118. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  7119. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7120. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7121. }
  7122. break;
  7123. case WE_FEMALE:
  7124. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  7125. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  7126. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7127. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7128. }
  7129. break;
  7130. // parent-baby skills
  7131. case WE_BABY:
  7132. if(sd){
  7133. struct map_session_data *f_sd = pc_get_father(sd);
  7134. struct map_session_data *m_sd = pc_get_mother(sd);
  7135. if( (!f_sd && !m_sd) // if neither was found
  7136. || (sd->status.party_id != 0 && //not in same party
  7137. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7138. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7139. ))
  7140. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7141. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7142. ) {
  7143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7144. map_freeblock_unlock();
  7145. return 0;
  7146. }
  7147. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7148. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7149. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7150. }
  7151. break;
  7152. case PF_HPCONVERSION:
  7153. {
  7154. int hp, sp;
  7155. hp = sstatus->max_hp/10;
  7156. sp = hp * 10 * skill_lv / 100;
  7157. if (!status_charge(src,hp,0)) {
  7158. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7159. break;
  7160. }
  7161. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7162. status_heal(bl,0,sp,2);
  7163. }
  7164. break;
  7165. case MA_REMOVETRAP:
  7166. case HT_REMOVETRAP:
  7167. {
  7168. struct skill_unit* su;
  7169. struct skill_unit_group* sg = NULL;
  7170. su = BL_CAST(BL_SKILL, bl);
  7171. // Mercenaries can remove any trap
  7172. // Players can only remove their own traps or traps on Vs maps.
  7173. 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) )
  7174. {
  7175. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7176. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7177. { // prevent picking up expired traps
  7178. if( battle_config.skill_removetrap_type )
  7179. { // get back all items used to deploy the trap
  7180. for( i = 0; i < 10; i++ )
  7181. {
  7182. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7183. {
  7184. int flag2;
  7185. struct item item_tmp;
  7186. memset(&item_tmp,0,sizeof(item_tmp));
  7187. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7188. item_tmp.identify = 1;
  7189. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7190. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7191. clif_additem(sd,0,0,flag2);
  7192. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7193. }
  7194. }
  7195. }
  7196. }
  7197. else
  7198. { // get back 1 trap
  7199. struct item item_tmp;
  7200. memset(&item_tmp,0,sizeof(item_tmp));
  7201. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7202. item_tmp.identify = 1;
  7203. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7204. {
  7205. clif_additem(sd,0,0,flag);
  7206. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7207. }
  7208. }
  7209. }
  7210. skill_delunit(su);
  7211. }else if(sd)
  7212. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7213. }
  7214. break;
  7215. case HT_SPRINGTRAP:
  7216. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7217. {
  7218. struct skill_unit *su=NULL;
  7219. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7220. switch(su->group->unit_id){
  7221. case UNT_ANKLESNARE: // ankle snare
  7222. if (su->group->val2 != 0)
  7223. // if it is already trapping something don't spring it,
  7224. // remove trap should be used instead
  7225. break;
  7226. // otherwise fallthrough to below
  7227. case UNT_BLASTMINE:
  7228. case UNT_SKIDTRAP:
  7229. case UNT_LANDMINE:
  7230. case UNT_SHOCKWAVE:
  7231. case UNT_SANDMAN:
  7232. case UNT_FLASHER:
  7233. case UNT_FREEZINGTRAP:
  7234. case UNT_CLAYMORETRAP:
  7235. case UNT_TALKIEBOX:
  7236. su->group->unit_id = UNT_USED_TRAPS;
  7237. clif_changetraplook(bl, UNT_USED_TRAPS);
  7238. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7239. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7240. }
  7241. }
  7242. }
  7243. break;
  7244. case BD_ENCORE:
  7245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7246. if(sd)
  7247. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7248. break;
  7249. case AS_SPLASHER:
  7250. if(tstatus->mode&MD_BOSS
  7251. // Renewal dropped the 3/4 hp requirement
  7252. #ifndef RENEWAL
  7253. || tstatus-> hp > tstatus->max_hp*3/4
  7254. #endif
  7255. ) {
  7256. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7257. map_freeblock_unlock();
  7258. return 1;
  7259. }
  7260. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7261. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7262. #ifndef RENEWAL
  7263. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7264. #endif
  7265. break;
  7266. case PF_MINDBREAKER:
  7267. {
  7268. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7269. {
  7270. map_freeblock_unlock();
  7271. return 1;
  7272. }
  7273. if (tsce)
  7274. { //HelloKitty2 (?) explained that this silently fails when target is
  7275. //already inflicted. [Skotlex]
  7276. map_freeblock_unlock();
  7277. return 1;
  7278. }
  7279. //Has a 55% + skill_lv*5% success chance.
  7280. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7281. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7282. {
  7283. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7284. map_freeblock_unlock();
  7285. return 0;
  7286. }
  7287. unit_skillcastcancel(bl,0);
  7288. if(tsc && tsc->count){
  7289. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7290. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7291. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7292. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7293. }
  7294. if(dstmd)
  7295. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7296. }
  7297. break;
  7298. case PF_SOULCHANGE:
  7299. {
  7300. unsigned int sp1 = 0, sp2 = 0;
  7301. if (dstmd) {
  7302. if (dstmd->state.soul_change_flag) {
  7303. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7304. break;
  7305. }
  7306. dstmd->state.soul_change_flag = 1;
  7307. sp2 = sstatus->max_sp * 3 /100;
  7308. status_heal(src, 0, sp2, 2);
  7309. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7310. break;
  7311. }
  7312. sp1 = sstatus->sp;
  7313. sp2 = tstatus->sp;
  7314. #ifdef RENEWAL
  7315. sp1 = sp1 / 2;
  7316. sp2 = sp2 / 2;
  7317. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  7318. sp1 = tstatus->sp;
  7319. #endif
  7320. status_set_sp(src, sp2, 3);
  7321. status_set_sp(bl, sp1, 3);
  7322. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7323. }
  7324. break;
  7325. // Slim Pitcher
  7326. case CR_SLIMPITCHER:
  7327. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7328. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARIDAN_STONE2)) )
  7329. break;
  7330. if (potion_hp || potion_sp) {
  7331. int hp = potion_hp, sp = potion_sp;
  7332. hp = hp * (100 + (tstatus->vit<<1))/100;
  7333. sp = sp * (100 + (tstatus->int_<<1))/100;
  7334. if (dstsd) {
  7335. if (hp)
  7336. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7337. if (sp)
  7338. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7339. }
  7340. if( tsc && tsc->count ) {
  7341. if (tsc->data[SC_CRITICALWOUND]) {
  7342. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7343. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7344. }
  7345. if (tsc->data[SC_DEATHHURT]) {
  7346. hp -= hp * 20 / 100;
  7347. sp -= sp * 20 / 100;
  7348. }
  7349. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7350. hp += hp / 10;
  7351. sp += sp / 10;
  7352. }
  7353. }
  7354. if(hp > 0)
  7355. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7356. if(sp > 0)
  7357. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7358. status_heal(bl,hp,sp,0);
  7359. }
  7360. break;
  7361. // Full Chemical Protection
  7362. case CR_FULLPROTECTION:
  7363. {
  7364. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7365. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7366. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7367. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7368. continue;
  7369. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7370. s++;
  7371. }
  7372. if( sd && !s ){
  7373. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7374. map_freeblock_unlock(); // Don't consume item requirements
  7375. return 0;
  7376. }
  7377. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7378. }
  7379. break;
  7380. case RG_CLEANER: //AppleGirl
  7381. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7382. break;
  7383. case CG_LONGINGFREEDOM:
  7384. {
  7385. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7386. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7387. {
  7388. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7389. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7390. }
  7391. }
  7392. break;
  7393. case CG_TAROTCARD:
  7394. {
  7395. int count = -1;
  7396. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7397. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7398. if( sd )
  7399. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7400. map_freeblock_unlock();
  7401. return 0;
  7402. }
  7403. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7404. do {
  7405. int eff = rnd() % 14;
  7406. clif_specialeffect(bl, 523 + eff, AREA);
  7407. switch (eff)
  7408. {
  7409. case 0: // heals SP to 0
  7410. status_percent_damage(src, bl, 0, 100, false);
  7411. break;
  7412. case 1: // matk halved
  7413. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7414. break;
  7415. case 2: // all buffs removed
  7416. status_change_clear_buffs(bl,1);
  7417. break;
  7418. case 3: // 1000 damage, random armor destroyed
  7419. {
  7420. status_fix_damage(src, bl, 1000, 0);
  7421. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0);
  7422. if( !status_isdead(bl) ) {
  7423. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7424. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7425. }
  7426. }
  7427. break;
  7428. case 4: // atk halved
  7429. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7430. break;
  7431. case 5: // 2000HP heal, random teleported
  7432. status_heal(src, 2000, 0, 0);
  7433. if( !map_flag_vs(bl->m) )
  7434. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7435. break;
  7436. case 6: // random 2 other effects
  7437. if (count == -1)
  7438. count = 3;
  7439. else
  7440. count++; //Should not retrigger this one.
  7441. break;
  7442. case 7: // stop freeze or stoned
  7443. {
  7444. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7445. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7446. }
  7447. break;
  7448. case 8: // curse coma and poison
  7449. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7450. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7451. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7452. break;
  7453. case 9: // confusion
  7454. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7455. break;
  7456. case 10: // 6666 damage, atk matk halved, cursed
  7457. status_fix_damage(src, bl, 6666, 0);
  7458. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0);
  7459. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7460. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7461. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7462. break;
  7463. case 11: // 4444 damage
  7464. status_fix_damage(src, bl, 4444, 0);
  7465. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0);
  7466. break;
  7467. case 12: // stun
  7468. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7469. break;
  7470. case 13: // atk,matk,hit,flee,def reduced
  7471. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7472. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7473. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7474. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7475. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7476. break;
  7477. default:
  7478. break;
  7479. }
  7480. } while ((--count) > 0);
  7481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7482. }
  7483. break;
  7484. case SL_ALCHEMIST:
  7485. case SL_ASSASIN:
  7486. case SL_BARDDANCER:
  7487. case SL_BLACKSMITH:
  7488. case SL_CRUSADER:
  7489. case SL_HUNTER:
  7490. case SL_KNIGHT:
  7491. case SL_MONK:
  7492. case SL_PRIEST:
  7493. case SL_ROGUE:
  7494. case SL_SAGE:
  7495. case SL_SOULLINKER:
  7496. case SL_STAR:
  7497. case SL_SUPERNOVICE:
  7498. case SL_WIZARD:
  7499. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7500. if (sd && dstsd && !(((dstsd->class_&MAPID_UPPERMASK) == type) || (skill_id == SL_SUPERNOVICE && (dstsd->class_&JOBL_SUPER_NOVICE)))) {
  7501. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7502. break;
  7503. }
  7504. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7505. { //Erase death count 1% of the casts
  7506. dstsd->die_counter = 0;
  7507. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7508. clif_specialeffect(bl, 0x152, AREA);
  7509. //SC_SPIRIT invokes status_calc_pc for us.
  7510. }
  7511. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7512. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7513. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7514. break;
  7515. case SL_HIGH:
  7516. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7518. break;
  7519. }
  7520. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7521. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7522. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7523. break;
  7524. case SL_SWOO:
  7525. if (tsce) {
  7526. if(sd)
  7527. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7528. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7529. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7530. break;
  7531. }
  7532. case SL_SKA: // [marquis007]
  7533. case SL_SKE:
  7534. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7535. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7536. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7537. break;
  7538. }
  7539. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7540. if (skill_id == SL_SKE)
  7541. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7542. break;
  7543. // New guild skills [Celest]
  7544. case GD_BATTLEORDER:
  7545. if(flag&1) {
  7546. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7547. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7548. } else if (status_get_guild_id(src)) {
  7549. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7550. map_foreachinrange(skill_area_sub, src,
  7551. skill_get_splash(skill_id, skill_lv), BL_PC,
  7552. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7553. skill_castend_nodamage_id);
  7554. if (sd)
  7555. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7556. }
  7557. break;
  7558. case GD_REGENERATION:
  7559. if(flag&1) {
  7560. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7561. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7562. } else if (status_get_guild_id(src)) {
  7563. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7564. map_foreachinrange(skill_area_sub, src,
  7565. skill_get_splash(skill_id, skill_lv), BL_PC,
  7566. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7567. skill_castend_nodamage_id);
  7568. if (sd)
  7569. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7570. }
  7571. break;
  7572. case GD_RESTORE:
  7573. if(flag&1) {
  7574. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7575. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7576. } else if (status_get_guild_id(src)) {
  7577. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7578. map_foreachinrange(skill_area_sub, src,
  7579. skill_get_splash(skill_id, skill_lv), BL_PC,
  7580. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7581. skill_castend_nodamage_id);
  7582. if (sd)
  7583. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7584. }
  7585. break;
  7586. case GD_EMERGENCYCALL:
  7587. case GD_ITEMEMERGENCYCALL:
  7588. {
  7589. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7590. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7591. uint8 j = 0, calls = 0, called = 0;
  7592. struct guild *g;
  7593. // i don't know if it actually summons in a circle, but oh well. ;P
  7594. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7595. if (!g)
  7596. break;
  7597. if (skill_id == GD_ITEMEMERGENCYCALL)
  7598. switch (skill_lv) {
  7599. case 1: calls = 7; break;
  7600. case 2: calls = 12; break;
  7601. case 3: calls = 20; break;
  7602. default: calls = 0; break;
  7603. }
  7604. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7605. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7606. if (j > 8)
  7607. j = 0;
  7608. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7609. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7610. continue;
  7611. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7612. dx[j] = dy[j] = 0;
  7613. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7614. called++;
  7615. }
  7616. }
  7617. if (sd)
  7618. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7619. }
  7620. break;
  7621. case SG_FEEL:
  7622. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7623. if (sd) {
  7624. if(!sd->feel_map[skill_lv-1].index)
  7625. clif_feel_req(sd->fd,sd, skill_lv);
  7626. else
  7627. clif_feel_info(sd, skill_lv-1, 1);
  7628. }
  7629. break;
  7630. case SG_HATE:
  7631. if (sd) {
  7632. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7633. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7634. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7635. }
  7636. break;
  7637. case GS_GLITTERING:
  7638. if(sd) {
  7639. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7640. if(rnd()%100 < (20+10*skill_lv))
  7641. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7642. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7643. pc_delspiritball(sd,1,0);
  7644. }
  7645. break;
  7646. case GS_CRACKER:
  7647. /* per official standards, this skill works on players and mobs. */
  7648. if (sd && (dstsd || dstmd))
  7649. {
  7650. i =65 -5*distance_bl(src,bl); //Base rate
  7651. if (i < 30) i = 30;
  7652. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7653. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7654. }
  7655. break;
  7656. case AM_CALLHOMUN: //[orn]
  7657. if (sd && !hom_call(sd))
  7658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7659. break;
  7660. case AM_REST:
  7661. if (sd) {
  7662. if (hom_vaporize(sd,HOM_ST_REST))
  7663. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7664. else
  7665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7666. }
  7667. break;
  7668. case HAMI_CASTLE: //[orn]
  7669. if (rnd()%100 < 20 * skill_lv && src != bl) {
  7670. int x = src->x, y = src->y;
  7671. if (hd)
  7672. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7673. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7674. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7675. clif_blown(src);
  7676. if (unit_movepos(bl,x,y,0,0)) {
  7677. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  7678. clif_blown(bl);
  7679. }
  7680. //TODO: Make casted skill also change its target
  7681. map_foreachinrange(skill_changetarget,src,AREA_SIZE,BL_CHAR,bl,src);
  7682. }
  7683. } else if (hd && hd->master) // Failed
  7684. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7685. else if (sd)
  7686. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7687. break;
  7688. case HVAN_CHAOTIC: //[orn]
  7689. {
  7690. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7691. int r = rnd()%100;
  7692. i = (skill_lv-1)%5;
  7693. if(r<per[i][0]) //Self
  7694. bl = src;
  7695. else if(r<per[i][1]) //Master
  7696. bl = battle_get_master(src);
  7697. else //Enemy
  7698. bl = map_id2bl(battle_gettarget(src));
  7699. if (!bl) bl = src;
  7700. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7701. //Eh? why double skill packet?
  7702. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7703. clif_skill_nodamage(src,bl,skill_id,i,1);
  7704. status_heal(bl, i, 0, 0);
  7705. }
  7706. break;
  7707. //Homun single-target support skills [orn]
  7708. case HAMI_BLOODLUST:
  7709. case HFLI_FLEET:
  7710. case HFLI_SPEED:
  7711. case HLIF_CHANGE:
  7712. case MH_ANGRIFFS_MODUS:
  7713. case MH_GOLDENE_FERSE:
  7714. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7715. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7716. if (hd)
  7717. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7718. break;
  7719. case NPC_DRAGONFEAR:
  7720. if (flag&1) {
  7721. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7722. int j;
  7723. j = i = rnd()%ARRAYLENGTH(sc);
  7724. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7725. i++;
  7726. if ( i == ARRAYLENGTH(sc) )
  7727. i = 0;
  7728. if (i == j)
  7729. break;
  7730. }
  7731. break;
  7732. }
  7733. case NPC_WIDEBLEEDING:
  7734. case NPC_WIDECONFUSE:
  7735. case NPC_WIDECURSE:
  7736. case NPC_WIDEFREEZE:
  7737. case NPC_WIDESLEEP:
  7738. case NPC_WIDESILENCE:
  7739. case NPC_WIDESTONE:
  7740. case NPC_WIDESTUN:
  7741. case NPC_SLOWCAST:
  7742. case NPC_WIDEHELLDIGNITY:
  7743. case NPC_WIDEHEALTHFEAR:
  7744. case NPC_WIDEBODYBURNNING:
  7745. case NPC_WIDEFROSTMISTY:
  7746. case NPC_WIDECOLD:
  7747. case NPC_WIDE_DEEP_SLEEP:
  7748. case NPC_WIDESIREN:
  7749. if (flag&1){
  7750. switch ( type ) {
  7751. case SC_BURNING:
  7752. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7753. break;
  7754. case SC_VOICEOFSIREN:
  7755. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7756. break;
  7757. default:
  7758. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7759. }
  7760. }
  7761. else {
  7762. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7763. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7764. map_foreachinrange(skill_area_sub, bl,
  7765. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7766. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7767. skill_castend_nodamage_id);
  7768. }
  7769. break;
  7770. case NPC_WIDESOULDRAIN:
  7771. if (flag&1)
  7772. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7773. else {
  7774. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7775. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7776. map_foreachinrange(skill_area_sub, bl,
  7777. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7778. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7779. skill_castend_nodamage_id);
  7780. }
  7781. break;
  7782. case ALL_PARTYFLEE:
  7783. if( sd && !(flag&1) )
  7784. {
  7785. if( !sd->status.party_id )
  7786. {
  7787. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7788. break;
  7789. }
  7790. 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);
  7791. }
  7792. else
  7793. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7794. break;
  7795. case NPC_TALK:
  7796. case ALL_WEWISH:
  7797. case ALL_CATCRY:
  7798. case ALL_DREAM_SUMMERNIGHT:
  7799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7800. break;
  7801. case ALL_BUYING_STORE:
  7802. if( sd )
  7803. {// players only, skill allows 5 buying slots
  7804. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  7805. }
  7806. break;
  7807. case RK_ENCHANTBLADE:
  7808. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7809. 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)));
  7810. break;
  7811. case RK_DRAGONHOWLING:
  7812. if( flag&1)
  7813. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7814. else
  7815. {
  7816. skill_area_temp[2] = 0;
  7817. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7818. map_foreachinrange(skill_area_sub, src,
  7819. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7820. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7821. skill_castend_nodamage_id);
  7822. }
  7823. break;
  7824. case RK_IGNITIONBREAK:
  7825. case LG_EARTHDRIVE:
  7826. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7827. i = skill_get_splash(skill_id,skill_lv);
  7828. if( skill_id == LG_EARTHDRIVE ) {
  7829. int dummy = 1;
  7830. 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);
  7831. }
  7832. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7833. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7834. break;
  7835. case RK_STONEHARDSKIN:
  7836. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7837. {
  7838. int heal = sstatus->hp / 5; // 20% HP
  7839. if( status_charge(bl,heal,0) )
  7840. 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)));
  7841. else
  7842. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7843. }
  7844. break;
  7845. case RK_REFRESH:
  7846. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7847. {
  7848. int heal = status_get_max_hp(bl) * 25 / 100;
  7849. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7850. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7851. status_heal(bl,heal,0,1);
  7852. status_change_clear_buffs(bl,4);
  7853. }
  7854. break;
  7855. case RK_MILLENNIUMSHIELD:
  7856. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7857. {
  7858. int8 rate = rnd()%100;
  7859. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7860. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7861. clif_millenniumshield(bl,shields);
  7862. clif_skill_nodamage(src,bl,skill_id,1,1);
  7863. }
  7864. break;
  7865. case RK_GIANTGROWTH:
  7866. case RK_VITALITYACTIVATION:
  7867. case RK_ABUNDANCE:
  7868. case RK_CRUSHSTRIKE:
  7869. if( sd )
  7870. {
  7871. int lv = 1; // RK_GIANTGROWTH
  7872. if( skill_id == RK_VITALITYACTIVATION )
  7873. lv = 2;
  7874. else if( skill_id == RK_ABUNDANCE )
  7875. lv = 6;
  7876. else if( skill_id == RK_CRUSHSTRIKE )
  7877. lv = 7;
  7878. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7879. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7880. }
  7881. break;
  7882. case RK_FIGHTINGSPIRIT: {
  7883. // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
  7884. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  7885. if( flag&1 ) {
  7886. if( skill_area_temp[1] == bl->id )
  7887. 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]);
  7888. else
  7889. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  7890. } else {
  7891. if( sd && sd->status.party_id ) {
  7892. 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);
  7893. skill_area_temp[1] = src->id;
  7894. skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
  7895. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  7896. 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);
  7897. }
  7898. else
  7899. 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));
  7900. clif_skill_nodamage(src,bl,skill_id,1,1);
  7901. }
  7902. }
  7903. break;
  7904. case RK_LUXANIMA:
  7905. if( !sd->status.party_id || flag&1 ) {
  7906. if( src == bl ) break;
  7907. while( skill_area_temp[5] >= 0x10 ) {
  7908. type = SC_NONE;
  7909. i = 0;
  7910. if( skill_area_temp[5]&0x10 ) {
  7911. if( dstsd ) {
  7912. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7913. clif_millenniumshield(bl,i);
  7914. skill_area_temp[5] &= ~0x10;
  7915. type = SC_MILLENNIUMSHIELD;
  7916. }
  7917. } else if( skill_area_temp[5]&0x20 ) {
  7918. i = status_get_max_hp(bl) * 25 / 100;
  7919. status_change_clear_buffs(bl,4);
  7920. skill_area_temp[5] &= ~0x20;
  7921. status_heal(bl,i,0,1);
  7922. type = SC_REFRESH;
  7923. } else if( skill_area_temp[5]&0x40 ) {
  7924. skill_area_temp[5] &= ~0x40;
  7925. type = SC_GIANTGROWTH;
  7926. } else if( skill_area_temp[5]&0x80 ) {
  7927. if( dstsd ) {
  7928. i = sstatus->hp / 5;
  7929. if( status_charge(bl,i,0) )
  7930. type = SC_STONEHARDSKIN;
  7931. skill_area_temp[5] &= ~0x80;
  7932. }
  7933. } else if( skill_area_temp[5]&0x100 ) {
  7934. skill_area_temp[5] &= ~0x100;
  7935. type = SC_VITALITYACTIVATION;
  7936. } else if( skill_area_temp[5]&0x200 ) {
  7937. skill_area_temp[5] &= ~0x200;
  7938. type = SC_ABUNDANCE;
  7939. }
  7940. if( type > SC_NONE )
  7941. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7942. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7943. } //end while
  7944. } else if( sd ) {
  7945. if( tsc && tsc->count ) {
  7946. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7947. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7948. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7949. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7950. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7951. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7952. }
  7953. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7954. 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);
  7955. }
  7956. break;
  7957. case GC_ROLLINGCUTTER:
  7958. {
  7959. short count = 1;
  7960. skill_area_temp[2] = 0;
  7961. 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);
  7962. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7963. { // Every time the skill is casted the status change is reseted adding a counter.
  7964. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7965. if( count > 10 )
  7966. count = 10; // Max coounter
  7967. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7968. }
  7969. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7970. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7971. }
  7972. break;
  7973. case GC_WEAPONBLOCKING:
  7974. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7975. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7976. else
  7977. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7978. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7979. break;
  7980. case GC_CREATENEWPOISON:
  7981. if( sd )
  7982. {
  7983. clif_skill_produce_mix_list(sd,skill_id,25);
  7984. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7985. }
  7986. break;
  7987. case GC_POISONINGWEAPON:
  7988. if( sd ) {
  7989. clif_poison_list(sd,skill_lv);
  7990. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7991. }
  7992. break;
  7993. case GC_ANTIDOTE:
  7994. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7995. if( tsc )
  7996. {
  7997. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7998. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7999. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8000. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8001. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8002. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8003. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8004. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8005. }
  8006. break;
  8007. case GC_PHANTOMMENACE:
  8008. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8009. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8010. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8011. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8012. break;
  8013. case GC_HALLUCINATIONWALK:
  8014. {
  8015. int heal = status_get_max_hp(bl) / 10;
  8016. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8017. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8018. break;
  8019. }
  8020. if( !status_charge(bl,heal,0) )
  8021. {
  8022. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8023. break;
  8024. }
  8025. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8026. }
  8027. break;
  8028. case AB_ANCILLA:
  8029. if( sd ) {
  8030. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8031. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  8032. }
  8033. break;
  8034. case AB_CLEMENTIA:
  8035. case AB_CANTO:
  8036. {
  8037. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8038. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8039. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8040. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8041. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8042. else if( sd )
  8043. 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);
  8044. }
  8045. break;
  8046. case AB_PRAEFATIO:
  8047. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8048. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8049. else if( sd )
  8050. 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);
  8051. break;
  8052. case AB_CHEAL:
  8053. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  8054. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8055. int partycount = ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0 );
  8056. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8057. if( partycount > 1 )
  8058. i += (i / 100) * (partycount * 10) / 4;
  8059. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8060. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8061. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  8062. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8063. i = ~i + 1;
  8064. status_heal(bl, i, 0, 0);
  8065. }
  8066. }
  8067. else if( sd )
  8068. 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);
  8069. break;
  8070. case AB_ORATIO:
  8071. if( flag&1 )
  8072. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8073. else
  8074. {
  8075. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8076. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8077. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8078. }
  8079. break;
  8080. case AB_LAUDAAGNUS:
  8081. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  8082. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8083. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8084. // Success Chance: (40 + 10 * Skill Level) %
  8085. if( rnd()%100 > 40+10*skill_lv ) break;
  8086. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8087. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8088. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8089. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8090. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8091. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8092. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8093. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8094. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8095. } else if( sd )
  8096. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8097. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8098. break;
  8099. case AB_LAUDARAMUS:
  8100. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  8101. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8102. // Success Chance: (40 + 10 * Skill Level) %
  8103. if( rnd()%100 > 40+10*skill_lv ) break;
  8104. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8105. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8106. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8107. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8108. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8109. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8110. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8111. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8112. } else if( sd )
  8113. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8114. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8115. break;
  8116. case AB_CLEARANCE:
  8117. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  8118. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8119. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8120. break;
  8121. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8122. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8123. if (sd)
  8124. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8125. break;
  8126. }
  8127. if(status_isimmune(bl))
  8128. break;
  8129. //Remove bonus_script by Clearance
  8130. if (dstsd)
  8131. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8132. if(!tsc || !tsc->count)
  8133. break;
  8134. for( i = 0; i < SC_MAX; i++ ) {
  8135. if (!tsc->data[i])
  8136. continue;
  8137. switch (i) {
  8138. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8139. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8140. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8141. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8142. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8143. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8144. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8145. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  8146. case SC_SPIRIT: case SC_AUTOBERSERK:
  8147. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8148. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8149. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8150. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8151. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8152. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8153. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8154. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  8155. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8156. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8157. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8158. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8159. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8160. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8161. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8162. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8163. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8164. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8165. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8166. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8167. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8168. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8169. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8170. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8171. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  8172. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  8173. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8174. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8175. case SC_HAWKEYES: case SC_PUSH_CART:
  8176. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  8177. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  8178. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8179. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8180. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  8181. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  8182. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  8183. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8184. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  8185. #ifdef RENEWAL
  8186. case SC_EXTREMITYFIST2:
  8187. #endif
  8188. continue;
  8189. case SC_ASSUMPTIO:
  8190. if( bl->type == BL_MOB )
  8191. continue;
  8192. break;
  8193. }
  8194. 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.
  8195. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8196. }
  8197. break;
  8198. }
  8199. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8200. break;
  8201. case AB_SILENTIUM:
  8202. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8203. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8204. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8205. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8206. break;
  8207. case WL_STASIS:
  8208. if( flag&1 )
  8209. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8210. else
  8211. {
  8212. if (battle_config.skill_wall_check)
  8213. map_foreachinshootrange(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);
  8214. else
  8215. 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);
  8216. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8217. }
  8218. break;
  8219. case AB_OFFERTORIUM:{
  8220. struct status_change *sc = status_get_sc(src);
  8221. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8222. if( sc ) {
  8223. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8224. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8225. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8226. }
  8227. }
  8228. }
  8229. break;
  8230. case LG_KINGS_GRACE:
  8231. if( flag&1 ) {
  8232. int sc_toend[] = { SC_POISON, SC_BLIND, SC_FREEZE, SC_STONE, SC_STUN, SC_SLEEP, SC_BLEEDING, SC_CURSE,
  8233. SC_CONFUSION, SC_HALLUCINATION, SC_SILENCE, SC_BURNING, SC_CRYSTALIZE, SC_FREEZING,
  8234. SC_DEEPSLEEP, SC_FEAR, SC_MANDRAGORA};
  8235. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8236. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8237. }
  8238. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8239. } else {
  8240. skill_area_temp[2] = 0;
  8241. if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
  8242. flag |= BCT_GUILD;
  8243. 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);
  8244. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8245. }
  8246. break;
  8247. case WL_WHITEIMPRISON:
  8248. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8249. {
  8250. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8251. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8252. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8253. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8254. if( sd )
  8255. skill_blockpc_start(sd,skill_id,4000);
  8256. if( !(tsc && tsc->data[type]) ){
  8257. 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));
  8258. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8259. if( !i )
  8260. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8261. }
  8262. }else
  8263. if( sd )
  8264. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8265. break;
  8266. case WL_FROSTMISTY:
  8267. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8268. 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);
  8269. break;
  8270. case WL_JACKFROST:
  8271. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8272. if (battle_config.skill_wall_check)
  8273. 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);
  8274. else
  8275. 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);
  8276. break;
  8277. case WL_MARSHOFABYSS:
  8278. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8279. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  8280. skill_get_time(skill_id, skill_lv)));
  8281. break;
  8282. case WL_SIENNAEXECRATE:
  8283. if( status_isimmune(bl) || !tsc )
  8284. break;
  8285. if( flag&1 ) {
  8286. if( bl->id == skill_area_temp[1] )
  8287. break; // Already work on this target
  8288. if( tsc && tsc->data[SC_STONE] )
  8289. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8290. else
  8291. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8292. } else {
  8293. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8294. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8295. if( rnd()%100 < rate ) { // Success on First Target
  8296. if( !tsc->data[SC_STONE] )
  8297. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8298. else {
  8299. rate = 1;
  8300. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8301. }
  8302. if( rate ) {
  8303. skill_area_temp[1] = bl->id;
  8304. 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);
  8305. }
  8306. // Doesn't send failure packet if it fails on defense.
  8307. }
  8308. else if( sd ) // Failure on Rate
  8309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8310. }
  8311. break;
  8312. case WL_SUMMONFB:
  8313. case WL_SUMMONBL:
  8314. case WL_SUMMONWB:
  8315. case WL_SUMMONSTONE:
  8316. {
  8317. short element = 0, sctype = 0, pos = -1;
  8318. struct status_change *sc = status_get_sc(src);
  8319. if( !sc )
  8320. break;
  8321. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8322. if( !sctype && !sc->data[i] )
  8323. sctype = i; // Take the free SC
  8324. if( sc->data[i] )
  8325. pos = max(sc->data[i]->val2,pos);
  8326. }
  8327. if( !sctype ) {
  8328. if( sd ) // No free slots to put SC
  8329. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8330. break;
  8331. }
  8332. pos++; // Used in val2 for SC. Indicates the order of this ball
  8333. switch( skill_id ) { // Set val1. The SC element for this ball
  8334. case WL_SUMMONFB: element = WLS_FIRE; break;
  8335. case WL_SUMMONBL: element = WLS_WIND; break;
  8336. case WL_SUMMONWB: element = WLS_WATER; break;
  8337. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8338. }
  8339. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8340. clif_skill_nodamage(src,bl,skill_id,0,0);
  8341. }
  8342. break;
  8343. case WL_READING_SB:
  8344. if( sd ) {
  8345. struct status_change *sc = status_get_sc(bl);
  8346. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8347. if( sc && !sc->data[i] )
  8348. break;
  8349. if( i == SC_MAXSPELLBOOK ) {
  8350. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8351. break;
  8352. }
  8353. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8354. clif_spellbook_list(sd);
  8355. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8356. }
  8357. break;
  8358. case RA_FEARBREEZE:
  8359. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8360. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8361. break;
  8362. case RA_WUGMASTERY:
  8363. if( sd ) {
  8364. if( !pc_iswug(sd) )
  8365. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8366. else
  8367. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8368. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8369. }
  8370. break;
  8371. case RA_WUGRIDER:
  8372. if( sd ) {
  8373. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8374. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8375. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8376. } else if( pc_isridingwug(sd) ) {
  8377. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8378. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8379. }
  8380. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8381. }
  8382. break;
  8383. case RA_WUGDASH:
  8384. if( tsce ) {
  8385. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8386. map_freeblock_unlock();
  8387. return 0;
  8388. }
  8389. if( sd && pc_isridingwug(sd) ) {
  8390. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8391. clif_walkok(sd);
  8392. }
  8393. break;
  8394. case RA_SENSITIVEKEEN:
  8395. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8396. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8397. 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);
  8398. break;
  8399. case NC_F_SIDESLIDE:
  8400. case NC_B_SIDESLIDE:
  8401. {
  8402. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8403. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8404. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8405. }
  8406. break;
  8407. case NC_SELFDESTRUCTION:
  8408. if( sd ) {
  8409. if( pc_ismadogear(sd) )
  8410. pc_setmadogear(sd, 0);
  8411. skill_area_temp[1] = 0;
  8412. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8413. 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);
  8414. status_set_sp(src, 0, 0);
  8415. skill_clear_unitgroup(src);
  8416. }
  8417. break;
  8418. case NC_ANALYZE:
  8419. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8420. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8421. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8422. if( sd ) pc_overheat(sd,1);
  8423. break;
  8424. case NC_MAGNETICFIELD:
  8425. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  8426. {
  8427. map_foreachinrange(skill_area_sub,src,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);
  8428. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8429. if (sd) pc_overheat(sd,1);
  8430. }
  8431. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  8432. break;
  8433. case NC_REPAIR:
  8434. if( sd ) {
  8435. int heal, hp = 0;
  8436. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8437. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8438. break;
  8439. }
  8440. switch(skill_lv) {
  8441. case 1: hp = 4; break;
  8442. case 2: hp = 7; break;
  8443. case 3: hp = 13; break;
  8444. case 4: hp = 17; break;
  8445. case 5: default: hp = 23; break;
  8446. }
  8447. heal = dstsd->status.max_hp * hp / 100;
  8448. status_heal(bl,heal,0,2);
  8449. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8450. }
  8451. break;
  8452. case NC_DISJOINT:
  8453. {
  8454. if( bl->type != BL_MOB ) break;
  8455. md = map_id2md(bl->id);
  8456. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8457. status_kill(bl);
  8458. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8459. }
  8460. break;
  8461. case SC_AUTOSHADOWSPELL:
  8462. if( sd ) {
  8463. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8464. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8465. {
  8466. 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]
  8467. clif_autoshadowspell_list(sd);
  8468. clif_skill_nodamage(src,bl,skill_id,1,1);
  8469. }
  8470. else
  8471. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8472. }
  8473. break;
  8474. case SC_SHADOWFORM:
  8475. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8476. 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))) )
  8477. dstsd->shadowform_id = src->id;
  8478. }
  8479. else if( sd )
  8480. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8481. break;
  8482. case SC_BODYPAINT:
  8483. if( flag&1 ) {
  8484. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
  8485. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8486. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8487. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8488. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8489. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8490. }
  8491. } else {
  8492. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8493. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8494. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8495. }
  8496. break;
  8497. case SC_ENERVATION:
  8498. case SC_GROOMY:
  8499. case SC_LAZINESS:
  8500. case SC_UNLUCKY:
  8501. case SC_WEAKNESS:
  8502. if( !(tsc && tsc->data[type]) ) {
  8503. int rate;
  8504. if (is_boss(bl))
  8505. break;
  8506. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8507. - (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));
  8508. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8509. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8510. } else if( sd )
  8511. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8512. break;
  8513. case SC_IGNORANCE:
  8514. if( !(tsc && tsc->data[type]) ) {
  8515. int rate;
  8516. if (is_boss(bl))
  8517. break;
  8518. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8519. - (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));
  8520. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8521. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8522. int sp = 100 * skill_lv;
  8523. if( dstmd )
  8524. sp = dstmd->level;
  8525. if( !dstmd )
  8526. status_zap(bl, 0, sp);
  8527. status_heal(src, 0, sp / 2, 3);
  8528. } else if( sd )
  8529. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8530. } else if( sd )
  8531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8532. break;
  8533. case LG_TRAMPLE:
  8534. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8535. if (rnd()%100 < (25 + 25 * skill_lv))
  8536. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8537. break;
  8538. case LG_REFLECTDAMAGE:
  8539. if( tsc && tsc->data[type] )
  8540. status_change_end(bl,type,INVALID_TIMER);
  8541. else
  8542. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8543. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8544. break;
  8545. case LG_SHIELDSPELL:
  8546. if (sd) {
  8547. int opt = 0;
  8548. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8549. struct item_data *shield_data = NULL;
  8550. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8551. shield_data = sd->inventory_data[index];
  8552. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8553. shield_def = shield_mdef = shield_refine = 10;
  8554. else {
  8555. shield_def = shield_data->def;
  8556. shield_mdef = sd->bonus.shieldmdef;
  8557. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8558. }
  8559. if (flag&1) {
  8560. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8561. break;
  8562. }
  8563. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8564. switch(skill_lv) {
  8565. case 1: { // DEF Based
  8566. int splashrange = 0;
  8567. #ifdef RENEWAL
  8568. if (shield_def >= 0 && shield_def <= 40)
  8569. #else
  8570. if (shield_def >= 0 && shield_def <= 4)
  8571. #endif
  8572. splashrange = 1;
  8573. #ifdef RENEWAL
  8574. else if (shield_def >= 41 && shield_def <= 80)
  8575. #else
  8576. else if (shield_def >= 5 && shield_def <= 9)
  8577. #endif
  8578. splashrange = 2;
  8579. else
  8580. splashrange = 3;
  8581. switch(opt) {
  8582. case 1: // Splash AoE ATK
  8583. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8584. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8585. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8586. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8587. break;
  8588. case 2: // % Damage Reflecting Increase
  8589. #ifdef RENEWAL
  8590. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8591. #else
  8592. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8593. #endif
  8594. break;
  8595. case 3: // Equipment Attack Increase
  8596. #ifdef RENEWAL
  8597. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8598. #else
  8599. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8600. #endif
  8601. break;
  8602. }
  8603. }
  8604. break;
  8605. case 2: { // MDEF Based
  8606. int splashrange = 0;
  8607. if (shield_mdef >= 1 && shield_mdef <= 3)
  8608. splashrange = 1;
  8609. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8610. splashrange = 2;
  8611. else
  8612. splashrange = 3;
  8613. switch(opt) {
  8614. case 1: // Splash AoE MATK
  8615. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8616. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8617. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8618. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8619. break;
  8620. case 2: // Splash AoE Lex Divina
  8621. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8622. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8623. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8624. break;
  8625. case 3: // Casts Magnificat.
  8626. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8627. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8628. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8629. break;
  8630. }
  8631. }
  8632. break;
  8633. case 3: // Refine Based
  8634. switch(opt) {
  8635. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8636. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8637. break;
  8638. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8639. #ifdef RENEWAL
  8640. 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);
  8641. #else
  8642. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8643. #endif
  8644. break;
  8645. case 3: // Recovers HP depending on Shield refine rate.
  8646. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8647. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8648. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8649. break;
  8650. }
  8651. break;
  8652. }
  8653. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8654. }
  8655. break;
  8656. case LG_PIETY:
  8657. if( flag&1 )
  8658. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8659. else {
  8660. skill_area_temp[2] = 0;
  8661. 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);
  8662. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8663. }
  8664. break;
  8665. case LG_INSPIRATION:
  8666. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8667. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8668. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8669. clif_updatestatus(sd,SP_BASEEXP);
  8670. clif_updatestatus(sd,SP_JOBEXP);
  8671. }
  8672. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8673. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8674. break;
  8675. case SR_CURSEDCIRCLE:
  8676. if( flag&1 ) {
  8677. if( is_boss(bl) ) break;
  8678. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8679. if( bl->type == BL_MOB )
  8680. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8681. unit_stop_attack(bl);
  8682. clif_bladestop(src, bl->id, 1);
  8683. map_freeblock_unlock();
  8684. return 1;
  8685. }
  8686. } else {
  8687. int count = 0;
  8688. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8689. 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
  8690. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8691. if( sd ) pc_delspiritball(sd, count, 0);
  8692. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8693. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8694. }
  8695. break;
  8696. case SR_RAISINGDRAGON:
  8697. if( sd ) {
  8698. short max = 5 + skill_lv;
  8699. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8700. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8701. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8702. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8703. }
  8704. break;
  8705. case SR_ASSIMILATEPOWER:
  8706. if( flag&1 ) {
  8707. i = 0;
  8708. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  8709. {
  8710. i = dstsd->spiritball; //1%sp per spiritball.
  8711. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  8712. }
  8713. if( i ) status_percent_heal(src, 0, i);
  8714. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8715. } else {
  8716. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8717. 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);
  8718. }
  8719. break;
  8720. case SR_POWERVELOCITY:
  8721. if( !dstsd )
  8722. break;
  8723. if( sd && dstsd->spiritball <= 5 ) {
  8724. for(i = 0; i <= 5; i++) {
  8725. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8726. pc_delspiritball(sd, sd->spiritball, 0);
  8727. }
  8728. }
  8729. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8730. break;
  8731. case SR_GENTLETOUCH_CURE:
  8732. {
  8733. int heal;
  8734. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8735. status_heal(bl, heal, 0, 0);
  8736. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8737. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8738. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8739. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8740. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8741. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8742. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8743. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8744. }
  8745. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8746. }
  8747. break;
  8748. case SR_GENTLETOUCH_ENERGYGAIN:
  8749. case SR_GENTLETOUCH_CHANGE:
  8750. case SR_GENTLETOUCH_REVITALIZE:
  8751. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8752. sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
  8753. break;
  8754. case SR_FLASHCOMBO:
  8755. if( sd )
  8756. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8757. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8758. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8759. for( i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++ )
  8760. skill_addtimerskill(src,tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1),bl->id,0,0,i,skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8761. break;
  8762. case WA_SWING_DANCE:
  8763. case WA_MOONLIT_SERENADE:
  8764. case WA_SYMPHONY_OF_LOVER:
  8765. case MI_RUSH_WINDMILL:
  8766. case MI_ECHOSONG:
  8767. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8768. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8769. 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));
  8770. } else if( sd ) {
  8771. 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);
  8772. 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));
  8773. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8774. }
  8775. break;
  8776. case MI_HARMONIZE:
  8777. if( src != bl )
  8778. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8779. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8780. break;
  8781. case WM_DEADHILLHERE:
  8782. if( bl->type == BL_PC ) {
  8783. if( !status_isdead(bl) )
  8784. break;
  8785. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8786. int heal = tstatus->sp;
  8787. if( heal <= 0 )
  8788. heal = 1;
  8789. tstatus->hp = heal;
  8790. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8791. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8792. pc_revive((TBL_PC*)bl,heal,0);
  8793. clif_resurrection(bl,1);
  8794. }
  8795. }
  8796. break;
  8797. case WM_SIRCLEOFNATURE:
  8798. if( flag&1 )
  8799. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8800. else {
  8801. 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);
  8802. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8803. }
  8804. break;
  8805. case WM_VOICEOFSIREN:
  8806. if( flag&1 ) {
  8807. tick = (status_get_lv(bl) > 150 ? 150 : status_get_lv(bl)) / 10 + (dstsd ? (dstsd->status.job_level > 50 ? 50 : dstsd->status.job_level) / 5 : 0);
  8808. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv) - (1000 * tick));
  8809. } else {
  8810. int rate = 6 * skill_lv + ((sd) ? pc_checkskill(sd,WM_LESSON) * 2 + (sd->status.job_level > 50 ? 50 : sd->status.job_level) / 2 : skill_get_max(WM_LESSON));
  8811. if (rnd()%100 < rate) {
  8812. 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|1, skill_castend_nodamage_id);
  8813. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8814. }
  8815. }
  8816. break;
  8817. case WM_GLOOMYDAY:
  8818. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8819. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8820. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8821. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8822. {
  8823. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8824. break;
  8825. }
  8826. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8827. break;
  8828. case WM_SATURDAY_NIGHT_FEVER:
  8829. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8830. if( !(tsc && tsc->data[type]) )
  8831. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8832. } else if( flag&2 ) {
  8833. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8834. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8835. } else if( sd ) {
  8836. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8837. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8838. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8839. break;
  8840. }
  8841. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8842. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8843. flag |= 2;
  8844. else
  8845. flag |= 1;
  8846. 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);
  8847. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8848. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8849. if( flag&2 ) // Dealed here to prevent conflicts
  8850. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8851. }
  8852. break;
  8853. case WM_SONG_OF_MANA:
  8854. case WM_DANCE_WITH_WUG:
  8855. case WM_LERADS_DEW:
  8856. case WM_UNLIMITED_HUMMING_VOICE:
  8857. if( flag&1 ) { // These affect to to all party members near the caster.
  8858. struct status_change *sc = status_get_sc(src);
  8859. if( sc && sc->data[type] ) {
  8860. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8861. }
  8862. } else if( sd ) {
  8863. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  8864. 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);
  8865. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8866. }
  8867. break;
  8868. case WM_MELODYOFSINK:
  8869. case WM_BEYOND_OF_WARCRY:
  8870. if( flag&1 ) {
  8871. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8872. } else { // These affect to all targets arround the caster.
  8873. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  8874. 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);
  8875. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8876. }
  8877. }
  8878. break;
  8879. case WM_RANDOMIZESPELL:
  8880. if (!skill_improvise_count) {
  8881. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8882. break;
  8883. }
  8884. else {
  8885. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  8886. do {
  8887. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8888. improv_skill_id = skill_improvise_db[i].skill_id;
  8889. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  8890. if (!skill_get_index(improv_skill_id)) {
  8891. if (sd)
  8892. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8893. break;
  8894. }
  8895. improv_skill_lv = 4 + skill_lv;
  8896. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8897. if( sd ) {
  8898. sd->state.abra_flag = 2;
  8899. sd->skillitem = improv_skill_id;
  8900. sd->skillitemlv = improv_skill_lv;
  8901. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8902. } else {
  8903. struct unit_data *ud = unit_bl2ud(src);
  8904. int inf = skill_get_inf(improv_skill_id);
  8905. if (!ud) break;
  8906. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8907. if (src->type == BL_PET)
  8908. bl = (struct block_list*)((TBL_PET*)src)->master;
  8909. if (!bl) bl = src;
  8910. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8911. } else {
  8912. int target_id = 0;
  8913. if (ud->target)
  8914. target_id = ud->target;
  8915. else switch (src->type) {
  8916. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8917. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8918. }
  8919. if (!target_id)
  8920. break;
  8921. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8922. bl = map_id2bl(target_id);
  8923. if (!bl) bl = src;
  8924. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8925. } else
  8926. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8927. }
  8928. }
  8929. }
  8930. break;
  8931. case RETURN_TO_ELDICASTES:
  8932. case ALL_GUARDIAN_RECALL:
  8933. case ECLAGE_RECALL:
  8934. if( sd )
  8935. {
  8936. short x=0, y=0; // Destiny position.
  8937. unsigned short mapindex=0;
  8938. switch(skill_id){
  8939. default:
  8940. case RETURN_TO_ELDICASTES:
  8941. x = 198;
  8942. y = 187;
  8943. mapindex = mapindex_name2id(MAP_DICASTES);
  8944. break;
  8945. case ALL_GUARDIAN_RECALL:
  8946. x = 44;
  8947. y = 151;
  8948. mapindex = mapindex_name2id(MAP_MORA);
  8949. break;
  8950. case ECLAGE_RECALL:
  8951. x = 47;
  8952. y = 31;
  8953. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8954. break;
  8955. }
  8956. if(!mapindex)
  8957. { //Given map not found?
  8958. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8959. map_freeblock_unlock();
  8960. return 0;
  8961. }
  8962. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8963. }
  8964. break;
  8965. case ECL_SNOWFLIP:
  8966. case ECL_PEONYMAMY:
  8967. case ECL_SADAGUI:
  8968. case ECL_SEQUOIADUST:
  8969. switch(skill_id){
  8970. case ECL_SNOWFLIP:
  8971. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8972. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8973. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8974. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8975. break;
  8976. case ECL_PEONYMAMY:
  8977. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8978. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8979. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8980. break;
  8981. case ECL_SADAGUI:
  8982. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8983. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8984. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8985. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8986. break;
  8987. case ECL_SEQUOIADUST:
  8988. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8989. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8990. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8991. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8992. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8993. break;
  8994. }
  8995. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8996. break;
  8997. case GM_SANDMAN:
  8998. if( tsc ) {
  8999. if( tsc->opt1 == OPT1_SLEEP )
  9000. tsc->opt1 = 0;
  9001. else
  9002. tsc->opt1 = OPT1_SLEEP;
  9003. clif_changeoption(bl);
  9004. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9005. }
  9006. break;
  9007. case SO_ARRULLO:
  9008. {
  9009. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  9010. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  9011. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  9012. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9013. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  9014. }
  9015. break;
  9016. case WM_LULLABY_DEEPSLEEP:
  9017. if( flag&1 ){
  9018. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  9019. int rate = (4 * skill_lv) + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : skill_get_max(WM_LESSON)) + status_get_lv(src) / 15;
  9020. if( bl != src )
  9021. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  9022. } else {
  9023. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9024. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9025. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  9026. }
  9027. break;
  9028. case SO_SUMMON_AGNI:
  9029. case SO_SUMMON_AQUA:
  9030. case SO_SUMMON_VENTUS:
  9031. case SO_SUMMON_TERA:
  9032. if( sd ) {
  9033. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9034. // Remove previous elemental fisrt.
  9035. if( sd->ed )
  9036. elemental_delete(sd->ed,0);
  9037. // Summoning the new one.
  9038. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9039. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9040. break;
  9041. }
  9042. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9043. }
  9044. break;
  9045. case SO_EL_CONTROL:
  9046. if( sd ) {
  9047. int mode = EL_MODE_PASSIVE; // Standard mode.
  9048. if( !sd->ed ) break;
  9049. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9050. elemental_delete(sd->ed, 0);
  9051. break;
  9052. }
  9053. switch( skill_lv ) {// Select mode bassed on skill level used.
  9054. case 2: mode = EL_MODE_ASSIST; break;
  9055. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9056. }
  9057. if( !elemental_change_mode(sd->ed,mode) ) {
  9058. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9059. break;
  9060. }
  9061. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9062. }
  9063. break;
  9064. case SO_EL_ACTION:
  9065. if( sd ) {
  9066. int duration = 3000;
  9067. if( !sd->ed )
  9068. break;
  9069. switch(sd->ed->db->class_) {
  9070. case 2115:case 2124:
  9071. case 2118:case 2121:
  9072. duration = 6000;
  9073. break;
  9074. case 2116:case 2119:
  9075. case 2122:case 2125:
  9076. duration = 9000;
  9077. break;
  9078. }
  9079. sd->skill_id_old = skill_id;
  9080. elemental_action(sd->ed, bl, tick);
  9081. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9082. skill_blockpc_start(sd, skill_id, duration);
  9083. }
  9084. break;
  9085. case SO_EL_CURE:
  9086. if( sd ) {
  9087. struct elemental_data *ed = sd->ed;
  9088. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9089. int e_hp, e_sp;
  9090. if( !ed ) break;
  9091. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9092. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9093. break;
  9094. }
  9095. e_hp = ed->battle_status.max_hp * 10 / 100;
  9096. e_sp = ed->battle_status.max_sp * 10 / 100;
  9097. status_heal(&ed->bl,e_hp,e_sp,3);
  9098. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9099. }
  9100. break;
  9101. case GN_CHANGEMATERIAL:
  9102. case SO_EL_ANALYSIS:
  9103. if( sd ) {
  9104. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9105. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9106. }
  9107. break;
  9108. case GN_BLOOD_SUCKER:
  9109. {
  9110. struct status_change *sc = status_get_sc(src);
  9111. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9112. if( tsc && tsc->data[type] ){
  9113. (sc->bs_counter)--;
  9114. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9115. }
  9116. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9117. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9118. (sc->bs_counter)++;
  9119. } else if( sd ) {
  9120. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9121. break;
  9122. }
  9123. }
  9124. break;
  9125. case GN_MANDRAGORA:
  9126. if( flag&1 ) {
  9127. int rate = (25 + 10 * skill_lv) - ((tstatus->vit + tstatus->luk) / 5);
  9128. if (rate < 10)
  9129. rate = 10;
  9130. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  9131. sc_start(src,bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv))) )
  9132. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9133. } else
  9134. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9135. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9136. break;
  9137. case GN_SLINGITEM:
  9138. if( sd ) {
  9139. short ammo_id;
  9140. i = sd->equip_index[EQI_AMMO];
  9141. if( i < 0 )
  9142. break; // No ammo.
  9143. ammo_id = sd->inventory_data[i]->nameid;
  9144. if( ammo_id <= 0 )
  9145. break;
  9146. sd->itemid = ammo_id;
  9147. if( itemdb_is_GNbomb(ammo_id) ) {
  9148. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9149. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9150. 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);
  9151. else
  9152. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9153. } else //Otherwise, it fails, shows animation and removes items.
  9154. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9155. } else if( itemdb_is_GNthrowable(ammo_id) ){
  9156. struct script_code *script = sd->inventory_data[i]->script;
  9157. if( !script )
  9158. break;
  9159. if( dstsd )
  9160. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  9161. else
  9162. run_script(script,0,src->id,0);
  9163. }
  9164. }
  9165. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9167. break;
  9168. case GN_MIX_COOKING:
  9169. case GN_MAKEBOMB:
  9170. case GN_S_PHARMACY:
  9171. if( sd ) {
  9172. int qty = 1;
  9173. sd->skill_id_old = skill_id;
  9174. sd->skill_lv_old = skill_lv;
  9175. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9176. qty = 10;
  9177. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9178. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9179. }
  9180. break;
  9181. case EL_CIRCLE_OF_FIRE:
  9182. case EL_PYROTECHNIC:
  9183. case EL_HEATER:
  9184. case EL_TROPIC:
  9185. case EL_AQUAPLAY:
  9186. case EL_COOLER:
  9187. case EL_CHILLY_AIR:
  9188. case EL_GUST:
  9189. case EL_BLAST:
  9190. case EL_WILD_STORM:
  9191. case EL_PETROLOGY:
  9192. case EL_CURSED_SOIL:
  9193. case EL_UPHEAVAL:
  9194. case EL_FIRE_CLOAK:
  9195. case EL_WATER_DROP:
  9196. case EL_WIND_CURTAIN:
  9197. case EL_SOLID_SKIN:
  9198. case EL_STONE_SHIELD:
  9199. case EL_WIND_STEP: {
  9200. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9201. if( ele ) {
  9202. sc_type type2 = (sc_type)(type-1);
  9203. struct status_change *sc = status_get_sc(&ele->bl);
  9204. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9205. elemental_clean_single_effect(ele, skill_id);
  9206. } else {
  9207. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9208. 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);
  9209. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9210. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  9211. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9212. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9213. }
  9214. }
  9215. }
  9216. break;
  9217. case EL_FIRE_MANTLE:
  9218. case EL_WATER_BARRIER:
  9219. case EL_ZEPHYR:
  9220. case EL_POWER_OF_GAIA:
  9221. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9222. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9223. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9224. break;
  9225. case EL_WATER_SCREEN: {
  9226. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9227. if( ele ) {
  9228. struct status_change *sc = status_get_sc(&ele->bl);
  9229. sc_type type2 = (sc_type)(type-1);
  9230. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9231. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9232. elemental_clean_single_effect(ele, skill_id);
  9233. } else {
  9234. // This not heals at the end.
  9235. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9236. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9237. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9238. }
  9239. }
  9240. }
  9241. break;
  9242. case KO_KAHU_ENTEN:
  9243. case KO_HYOUHU_HUBUKI:
  9244. case KO_KAZEHU_SEIRAN:
  9245. case KO_DOHU_KOUKAI:
  9246. if(sd) {
  9247. int i_tal, ttype = skill_get_ele(skill_id, skill_lv);
  9248. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9249. ARR_FIND(1, 6, i_tal, sd->talisman[i_tal] > 0 && ttype != i_tal);
  9250. if( i_tal < 6 )
  9251. pc_del_talisman(sd, sd->talisman[i_tal], i_tal); // Replace talisman
  9252. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  9253. }
  9254. break;
  9255. case KO_ZANZOU:
  9256. if(sd){
  9257. struct mob_data *md2;
  9258. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9259. if( md2 )
  9260. {
  9261. md2->master_id = src->id;
  9262. md2->special_state.ai = AI_ZANZOU;
  9263. if( md2->deletetimer != INVALID_TIMER )
  9264. delete_timer(md2->deletetimer, mob_timer_delete);
  9265. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9266. mob_spawn( md2 );
  9267. pc_setinvincibletimer(sd,500);// unlock target lock
  9268. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9269. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9270. }
  9271. }
  9272. break;
  9273. case KO_KYOUGAKU:
  9274. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  9275. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9276. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9277. }else if( sd )
  9278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9279. break;
  9280. case KO_JYUSATSU:
  9281. if( dstsd && tsc && !tsc->data[type] &&
  9282. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9283. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9284. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID));
  9285. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  9286. if( status_get_lv(bl) <= status_get_lv(src) )
  9287. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9288. }else if( sd )
  9289. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9290. break;
  9291. case KO_GENWAKU:
  9292. if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9293. int x = src->x, y = src->y;
  9294. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9295. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9296. break;
  9297. }
  9298. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9299. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9300. clif_blown(src);
  9301. sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv));
  9302. if (unit_movepos(bl,x,y,0,0)) {
  9303. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  9304. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9305. clif_sitting(bl); //Avoid sitting sync problem
  9306. clif_blown(bl);
  9307. sc_start(src,bl,SC_CONFUSION,75,skill_lv,skill_get_time(skill_id,skill_lv));
  9308. }
  9309. }
  9310. }
  9311. break;
  9312. case OB_AKAITSUKI:
  9313. case OB_OBOROGENSOU:
  9314. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9315. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9316. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9317. break;
  9318. }
  9319. case KO_IZAYOI:
  9320. case OB_ZANGETSU:
  9321. case KG_KYOMU:
  9322. case KG_KAGEMUSYA:
  9323. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9324. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9325. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9326. break;
  9327. case KG_KAGEHUMI:
  9328. if( flag&1 ){
  9329. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9330. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9331. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9332. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9333. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9334. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9335. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9336. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9337. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9338. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9339. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9340. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9341. }
  9342. if( skill_area_temp[2] == 1 ){
  9343. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9344. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9345. }
  9346. }else{
  9347. skill_area_temp[2] = 0;
  9348. if (battle_config.skill_wall_check)
  9349. 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);
  9350. else
  9351. 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);
  9352. }
  9353. break;
  9354. case MH_SILENT_BREEZE:
  9355. {
  9356. int heal = 5 * status_get_lv(&hd->bl) +
  9357. #ifdef RENEWAL
  9358. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9359. #else
  9360. status_base_matk_min(&hd->battle_status);
  9361. #endif
  9362. //Silences the homunculus and target
  9363. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9364. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9365. //Recover the target's HP
  9366. status_heal(bl,heal,0,3);
  9367. //Removes these SC from target
  9368. if (tsc) {
  9369. const enum sc_type scs[] = {
  9370. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9371. };
  9372. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9373. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9374. }
  9375. if (hd)
  9376. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9377. }
  9378. break;
  9379. case MH_OVERED_BOOST:
  9380. if (hd) {
  9381. struct block_list *s_bl = battle_get_master(src);
  9382. if(hd->homunculus.hunger>50) //reduce hunger
  9383. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9384. else
  9385. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9386. if(s_bl && s_bl->type==BL_PC) {
  9387. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9388. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9389. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9390. }
  9391. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9392. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9393. }
  9394. break;
  9395. case MH_GRANITIC_ARMOR:
  9396. case MH_PYROCLASTIC:
  9397. if(hd) {
  9398. struct block_list *s_bl = battle_get_master(src);
  9399. 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
  9400. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9401. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9402. }
  9403. break;
  9404. case MH_LIGHT_OF_REGENE: //self
  9405. if(hd) {
  9406. struct block_list *s_bl = battle_get_master(src);
  9407. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9408. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9409. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9410. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9411. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9412. }
  9413. break;
  9414. case MH_STYLE_CHANGE:
  9415. if(hd){
  9416. struct status_change_entry *sce;
  9417. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9418. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9419. else sce->val1 = MH_MD_FIGHTING;
  9420. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9421. char output[128];
  9422. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9423. clif_colormes(hd->master,color_table[COLOR_RED],output);
  9424. }
  9425. }
  9426. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9427. }
  9428. break;
  9429. case MH_MAGMA_FLOW:
  9430. case MH_PAIN_KILLER:
  9431. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9432. if (hd)
  9433. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9434. break;
  9435. case MH_SUMMON_LEGION: {
  9436. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9437. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9438. struct mob_data *sum_md;
  9439. int i_slave,c=0;
  9440. int maxcount = qty[skill_lv-1];
  9441. 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);
  9442. if(c >= maxcount) return 0; //max qty already spawned
  9443. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9444. 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);
  9445. if (sum_md) {
  9446. sum_md->master_id = src->id;
  9447. sum_md->special_state.ai = AI_LEGION;
  9448. if (sum_md->deletetimer != INVALID_TIMER)
  9449. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9450. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9451. mob_spawn(sum_md); //Now it is ready for spawning.
  9452. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9453. }
  9454. }
  9455. if (hd)
  9456. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9457. }
  9458. break;
  9459. case RL_RICHS_COIN:
  9460. if (sd) {
  9461. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9462. for (i = 0; i < 10; i++)
  9463. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9464. }
  9465. break;
  9466. case RL_C_MARKER:
  9467. if (sd) {
  9468. // If marked by someone else, failed
  9469. if (tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 != src->id) {
  9470. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9471. break;
  9472. }
  9473. // Check if marked before
  9474. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9475. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9476. // Find empty slot
  9477. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9478. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9479. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9480. break;
  9481. }
  9482. }
  9483. sd->c_marker[i] = bl->id;
  9484. 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);
  9485. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9486. }
  9487. // If mob casts this, at least SC_C_MARKER as debuff
  9488. else {
  9489. 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);
  9490. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9491. }
  9492. break;
  9493. case RL_D_TAIL:
  9494. if (sd) {
  9495. if (battle_config.skill_wall_check)
  9496. 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);
  9497. else
  9498. 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);
  9499. if (!skill_area_temp[0]) {
  9500. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9501. break;
  9502. }
  9503. }
  9504. if (battle_config.skill_wall_check)
  9505. 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);
  9506. else
  9507. 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);
  9508. skill_area_temp[0] = 0;
  9509. break;
  9510. case RL_QD_SHOT:
  9511. if (sd) {
  9512. skill_area_temp[1] = bl->id;
  9513. // Check surrounding
  9514. if (battle_config.skill_wall_check)
  9515. 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);
  9516. else
  9517. 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);
  9518. if (skill_area_temp[0])
  9519. 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);
  9520. // Main target always receives damage
  9521. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9522. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9523. if (tsc && tsc->data[SC_C_MARKER])
  9524. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9525. }
  9526. else {
  9527. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9528. if (battle_config.skill_wall_check)
  9529. 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);
  9530. else
  9531. 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);
  9532. }
  9533. skill_area_temp[0] = 0;
  9534. skill_area_temp[1] = 0;
  9535. break;
  9536. case RL_FLICKER:
  9537. if (sd) {
  9538. int16 splash = skill_get_splash(skill_id, skill_lv);
  9539. sd->flicker = true;
  9540. skill_area_temp[1] = 0;
  9541. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9542. // Detonate RL_B_TRAP
  9543. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9544. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9545. }
  9546. // Detonate RL_H_MINE
  9547. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9548. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9549. sd->flicker = false;
  9550. }
  9551. break;
  9552. case SO_ELEMENTAL_SHIELD:
  9553. // Used to avoid displaying the warning below.
  9554. break;
  9555. default:
  9556. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9557. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9558. map_freeblock_unlock();
  9559. return 1;
  9560. }
  9561. if(skill_id != SR_CURSEDCIRCLE){
  9562. struct status_change *sc = status_get_sc(src);
  9563. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9564. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9565. }
  9566. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9567. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9568. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9569. }
  9570. if( sd && !(flag&1) )
  9571. {// ensure that the skill last-cast tick is recorded
  9572. sd->canskill_tick = gettick();
  9573. if( sd->state.arrow_atk )
  9574. {// consume arrow on last invocation to this skill.
  9575. battle_consume_ammo(sd, skill_id, skill_lv);
  9576. }
  9577. skill_onskillusage(sd, bl, skill_id, tick);
  9578. // perform skill requirement consumption
  9579. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9580. }
  9581. map_freeblock_unlock();
  9582. return 0;
  9583. }
  9584. /*==========================================
  9585. *
  9586. *------------------------------------------*/
  9587. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9588. {
  9589. struct block_list *target, *src;
  9590. struct map_session_data *sd;
  9591. struct mob_data *md;
  9592. struct unit_data *ud;
  9593. struct status_change *sc = NULL;
  9594. int inf,inf2,flag = 0;
  9595. src = map_id2bl(id);
  9596. if( src == NULL )
  9597. {
  9598. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9599. return 0;// not found
  9600. }
  9601. ud = unit_bl2ud(src);
  9602. if( ud == NULL )
  9603. {
  9604. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9605. return 0;// ???
  9606. }
  9607. sd = BL_CAST(BL_PC, src);
  9608. md = BL_CAST(BL_MOB, src);
  9609. if( src->prev == NULL ) {
  9610. ud->skilltimer = INVALID_TIMER;
  9611. return 0;
  9612. }
  9613. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9614. if( ud->skilltimer != tid ) {
  9615. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9616. ud->skilltimer = INVALID_TIMER;
  9617. return 0;
  9618. }
  9619. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9620. {// restore original walk speed
  9621. ud->skilltimer = INVALID_TIMER;
  9622. status_calc_bl(&sd->bl, SCB_SPEED);
  9623. }
  9624. ud->skilltimer = INVALID_TIMER;
  9625. }
  9626. if (ud->skilltarget == id)
  9627. target = src;
  9628. else
  9629. target = map_id2bl(ud->skilltarget);
  9630. // Use a do so that you can break out of it when the skill fails.
  9631. do {
  9632. if(!target || target->prev==NULL) break;
  9633. if(src->m != target->m || status_isdead(src)) break;
  9634. switch (ud->skill_id) {
  9635. //These should become skill_castend_pos
  9636. case WE_CALLPARTNER:
  9637. if(sd) clif_callpartner(sd);
  9638. case WE_CALLPARENT:
  9639. if(sd) {
  9640. struct map_session_data *f_sd = pc_get_father(sd);
  9641. struct map_session_data *m_sd = pc_get_mother(sd);
  9642. if( (f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade ))
  9643. break;
  9644. }
  9645. case WE_CALLBABY:
  9646. if(sd) {
  9647. struct map_session_data *c_sd = pc_get_child(sd);
  9648. if( c_sd && c_sd->state.autotrade )
  9649. break;
  9650. }
  9651. case AM_RESURRECTHOMUN:
  9652. case PF_SPIDERWEB:
  9653. //Find a random spot to place the skill. [Skotlex]
  9654. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  9655. ud->skillx = target->x + inf2;
  9656. ud->skilly = target->y + inf2;
  9657. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9658. ud->skillx = target->x;
  9659. ud->skilly = target->y;
  9660. }
  9661. ud->skilltimer=tid;
  9662. return skill_castend_pos(tid,tick,id,data);
  9663. case GN_WALLOFTHORN:
  9664. ud->skillx = target->x;
  9665. ud->skilly = target->y;
  9666. ud->skilltimer = tid;
  9667. return skill_castend_pos(tid,tick,id,data);
  9668. }
  9669. if(ud->skill_id == RG_BACKSTAP) {
  9670. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9671. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  9672. break;
  9673. }
  9674. }
  9675. if( ud->skill_id == PR_TURNUNDEAD )
  9676. {
  9677. struct status_data *tstatus = status_get_status_data(target);
  9678. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  9679. break;
  9680. }
  9681. if( ud->skill_id == RA_WUGSTRIKE ){
  9682. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9683. break;
  9684. }
  9685. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  9686. {
  9687. sc = status_get_sc(target);
  9688. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  9689. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9690. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  9691. break;
  9692. }
  9693. }
  9694. else
  9695. { // Check target validity.
  9696. inf = skill_get_inf(ud->skill_id);
  9697. inf2 = skill_get_inf2(ud->skill_id);
  9698. if(inf&INF_ATTACK_SKILL ||
  9699. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9700. ) // Casted through combo.
  9701. inf = BCT_ENEMY; //Offensive skill.
  9702. else if(inf2&INF2_NO_ENEMY)
  9703. inf = BCT_NOENEMY;
  9704. else
  9705. inf = 0;
  9706. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  9707. {
  9708. inf |=
  9709. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9710. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9711. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9712. inf &= ~BCT_NEUTRAL;
  9713. }
  9714. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  9715. {
  9716. if( ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM )
  9717. break;
  9718. }
  9719. else if (inf && battle_check_target(src, target, inf) <= 0){
  9720. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9721. break;
  9722. }
  9723. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  9724. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9725. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  9726. }
  9727. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  9728. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9729. break; // You can use Clearance on party members in normal maps too. [pakpil]
  9730. }
  9731. else if( sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) {
  9732. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9733. break;
  9734. }
  9735. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  9736. sc->data[SC_FOGWALL] &&
  9737. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  9738. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  9739. break;
  9740. }
  9741. }
  9742. //Avoid doing double checks for instant-cast skills.
  9743. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9744. break;
  9745. if(md) {
  9746. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9747. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9748. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9749. }
  9750. if(src != target && battle_config.skill_add_range &&
  9751. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9752. {
  9753. if (sd) {
  9754. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9755. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9756. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9757. }
  9758. break;
  9759. }
  9760. #ifdef OFFICIAL_WALKPATH
  9761. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9762. {
  9763. if (sd) {
  9764. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9765. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9766. }
  9767. break;
  9768. }
  9769. #endif
  9770. if( sd )
  9771. {
  9772. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9773. break;
  9774. else
  9775. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9776. }
  9777. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9778. break;
  9779. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9780. ud->state.running = 0;
  9781. status_change_end(src, SC_RUN, INVALID_TIMER);
  9782. flag = 1;
  9783. }
  9784. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9785. unit_stop_walking(src,1);
  9786. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9787. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  9788. if (sd) { //Cooldown application
  9789. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9790. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9791. }
  9792. if( battle_config.display_status_timers && sd )
  9793. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9794. if( sd )
  9795. {
  9796. switch( ud->skill_id )
  9797. {
  9798. case GS_DESPERADO:
  9799. case RL_FIREDANCE:
  9800. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9801. break;
  9802. case CR_GRANDCROSS:
  9803. case NPC_GRANDDARKNESS:
  9804. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9805. {
  9806. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9807. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9808. break;
  9809. }
  9810. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9811. break;
  9812. }
  9813. }
  9814. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9815. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9816. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9817. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9818. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9819. map_freeblock_lock();
  9820. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9821. skill_toggle_magicpower(src, ud->skill_id);
  9822. // only normal attack and auto cast skills benefit from its bonuses
  9823. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9824. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9825. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9826. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9827. else
  9828. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9829. sc = status_get_sc(src);
  9830. if(sc && sc->count) {
  9831. if(sc->data[SC_SPIRIT] &&
  9832. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9833. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9834. ud->skill_id != WZ_WATERBALL)
  9835. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9836. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9837. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9838. }
  9839. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9840. sd->skillitem = sd->skillitemlv = 0;
  9841. if (ud->skilltimer == INVALID_TIMER) {
  9842. if(md) md->skill_idx = -1;
  9843. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9844. ud->skill_lv = ud->skilltarget = 0;
  9845. }
  9846. map_freeblock_unlock();
  9847. return 1;
  9848. } while(0);
  9849. //Skill failed.
  9850. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9851. { //When Asura fails... (except when it fails from Wall of Fog)
  9852. //Consume SP/spheres
  9853. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9854. status_set_sp(src, 0, 0);
  9855. sc = &sd->sc;
  9856. if (sc->count)
  9857. { //End states
  9858. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9859. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9860. #ifdef RENEWAL
  9861. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9862. #endif
  9863. }
  9864. if( target && target->m == src->m ) { //Move character to target anyway.
  9865. short x, y;
  9866. short dir = map_calc_dir(src,target->x,target->y);
  9867. //Move 3 cells (From Caster)
  9868. if( dir > 0 && dir < 4 )
  9869. x = -3;
  9870. else if( dir > 4 )
  9871. x = 3;
  9872. else
  9873. x = 0;
  9874. if( dir > 2 && dir < 6 )
  9875. y = -3;
  9876. else if( dir == 7 || dir < 2 )
  9877. y = 3;
  9878. else
  9879. y = 0;
  9880. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  9881. clif_blown(src);
  9882. clif_spiritball(src);
  9883. }
  9884. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  9885. }
  9886. }
  9887. ud->skill_id = ud->skilltarget = 0;
  9888. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9889. ud->canact_tick = tick;
  9890. //You can't place a skill failed packet here because it would be
  9891. //sent in ALL cases, even cases where skill_check_condition fails
  9892. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9893. if(sd)
  9894. sd->skillitem = sd->skillitemlv = 0;
  9895. else if(md)
  9896. md->skill_idx = -1;
  9897. return 0;
  9898. }
  9899. /*==========================================
  9900. *
  9901. *------------------------------------------*/
  9902. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9903. {
  9904. struct block_list* src = map_id2bl(id);
  9905. struct map_session_data *sd;
  9906. struct unit_data *ud = unit_bl2ud(src);
  9907. struct mob_data *md;
  9908. nullpo_ret(ud);
  9909. sd = BL_CAST(BL_PC , src);
  9910. md = BL_CAST(BL_MOB, src);
  9911. if( src->prev == NULL ) {
  9912. ud->skilltimer = INVALID_TIMER;
  9913. return 0;
  9914. }
  9915. if( ud->skilltimer != tid )
  9916. {
  9917. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9918. ud->skilltimer = INVALID_TIMER;
  9919. return 0;
  9920. }
  9921. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9922. {// restore original walk speed
  9923. ud->skilltimer = INVALID_TIMER;
  9924. status_calc_bl(&sd->bl, SCB_SPEED);
  9925. }
  9926. ud->skilltimer = INVALID_TIMER;
  9927. do {
  9928. int maxcount=0;
  9929. if( status_isdead(src) )
  9930. break;
  9931. if( !(src->type&battle_config.skill_reiteration) &&
  9932. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9933. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9934. )
  9935. {
  9936. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9937. break;
  9938. }
  9939. if( src->type&battle_config.skill_nofootset &&
  9940. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9941. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9942. )
  9943. {
  9944. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9945. break;
  9946. }
  9947. if( src->type&battle_config.land_skill_limit &&
  9948. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9949. ) {
  9950. int i;
  9951. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9952. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9953. maxcount--;
  9954. }
  9955. if( maxcount == 0 )
  9956. {
  9957. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9958. break;
  9959. }
  9960. }
  9961. if(tid != INVALID_TIMER)
  9962. { //Avoid double checks on instant cast skills. [Skotlex]
  9963. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9964. break;
  9965. if(battle_config.skill_add_range &&
  9966. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9967. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9968. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9969. break;
  9970. }
  9971. }
  9972. if( sd )
  9973. {
  9974. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9975. break;
  9976. else
  9977. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9978. }
  9979. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9980. break;
  9981. if(md) {
  9982. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9983. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9984. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9985. }
  9986. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9987. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  9988. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  9989. if (ud->walktimer != INVALID_TIMER)
  9990. unit_stop_walking(src,1);
  9991. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9992. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  9993. if (sd) { //Cooldown application
  9994. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  9995. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9996. }
  9997. if( battle_config.display_status_timers && sd )
  9998. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9999. // if( sd )
  10000. // {
  10001. // switch( ud->skill_id )
  10002. // {
  10003. // case ????:
  10004. // sd->canequip_tick = tick + ????;
  10005. // break;
  10006. // }
  10007. // }
  10008. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10009. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10010. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10011. map_freeblock_lock();
  10012. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10013. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10014. sd->skillitem = sd->skillitemlv = 0;
  10015. if (ud->skilltimer == INVALID_TIMER) {
  10016. if (md) md->skill_idx = -1;
  10017. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10018. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10019. }
  10020. map_freeblock_unlock();
  10021. return 1;
  10022. } while(0);
  10023. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10024. ud->canact_tick = tick;
  10025. ud->skill_id = ud->skill_lv = 0;
  10026. if(sd)
  10027. sd->skillitem = sd->skillitemlv = 0;
  10028. else if(md)
  10029. md->skill_idx = -1;
  10030. return 0;
  10031. }
  10032. /* skill count without self */
  10033. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10034. struct block_list* src = va_arg(ap, struct block_list*);
  10035. if( src->id != bl->id ) {
  10036. return 1;
  10037. }
  10038. return 0;
  10039. }
  10040. /*==========================================
  10041. *
  10042. *------------------------------------------*/
  10043. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10044. {
  10045. struct map_session_data* sd;
  10046. struct status_change* sc;
  10047. struct status_change_entry *sce;
  10048. struct skill_unit_group* sg;
  10049. enum sc_type type;
  10050. int i;
  10051. //if(skill_lv <= 0) return 0;
  10052. if(skill_id > 0 && !skill_lv) return 0; // celest
  10053. nullpo_ret(src);
  10054. if(status_isdead(src))
  10055. return 0;
  10056. sd = BL_CAST(BL_PC, src);
  10057. sc = status_get_sc(src);
  10058. type = status_skill2sc(skill_id);
  10059. sce = (sc && type != -1)?sc->data[type]:NULL;
  10060. switch (skill_id) { //Skill effect.
  10061. case WZ_METEOR:
  10062. case WZ_ICEWALL:
  10063. case MO_BODYRELOCATION:
  10064. case CR_CULTIVATION:
  10065. case HW_GANBANTEIN:
  10066. case LG_EARTHDRIVE:
  10067. case SC_ESCAPE:
  10068. case RL_HAMMER_OF_GOD:
  10069. break; //Effect is displayed on respective switch case.
  10070. default:
  10071. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10072. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10073. else
  10074. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10075. }
  10076. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  10077. skill_toggle_magicpower(src, skill_id);
  10078. switch(skill_id)
  10079. {
  10080. case PR_BENEDICTIO:
  10081. skill_area_temp[1] = src->id;
  10082. i = skill_get_splash(skill_id, skill_lv);
  10083. map_foreachinarea(skill_area_sub,
  10084. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10085. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10086. skill_castend_nodamage_id);
  10087. map_foreachinarea(skill_area_sub,
  10088. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10089. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10090. skill_castend_damage_id);
  10091. break;
  10092. case BS_HAMMERFALL:
  10093. i = skill_get_splash(skill_id, skill_lv);
  10094. map_foreachinarea (skill_area_sub,
  10095. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10096. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10097. skill_castend_nodamage_id);
  10098. break;
  10099. case HT_DETECTING:
  10100. i = skill_get_splash(skill_id, skill_lv);
  10101. map_foreachinarea( status_change_timer_sub,
  10102. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10103. src,NULL,SC_SIGHT,tick);
  10104. if(battle_config.traps_setting&1)
  10105. map_foreachinarea(skill_reveal_trap, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  10106. break;
  10107. break;
  10108. case SR_RIDEINLIGHTNING:
  10109. i = skill_get_splash(skill_id, skill_lv);
  10110. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10111. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10112. break;
  10113. case SA_VOLCANO:
  10114. case SA_DELUGE:
  10115. case SA_VIOLENTGALE:
  10116. { //Does not consumes if the skill is already active. [Skotlex]
  10117. struct skill_unit_group *sg2;
  10118. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10119. {
  10120. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10121. {
  10122. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10123. return 0; // not to consume items
  10124. }
  10125. else
  10126. sg2->limit = 0; //Disable it.
  10127. }
  10128. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10129. break;
  10130. }
  10131. // Skill Unit Setting
  10132. case MG_SAFETYWALL:
  10133. case MG_FIREWALL:
  10134. case MG_THUNDERSTORM:
  10135. case AL_PNEUMA:
  10136. case WZ_FIREPILLAR:
  10137. case WZ_QUAGMIRE:
  10138. case WZ_VERMILION:
  10139. case WZ_STORMGUST:
  10140. case WZ_HEAVENDRIVE:
  10141. case PR_SANCTUARY:
  10142. case PR_MAGNUS:
  10143. case CR_GRANDCROSS:
  10144. case NPC_GRANDDARKNESS:
  10145. case HT_SKIDTRAP:
  10146. case MA_SKIDTRAP:
  10147. case HT_LANDMINE:
  10148. case MA_LANDMINE:
  10149. case HT_ANKLESNARE:
  10150. case HT_SHOCKWAVE:
  10151. case HT_SANDMAN:
  10152. case MA_SANDMAN:
  10153. case HT_FLASHER:
  10154. case HT_FREEZINGTRAP:
  10155. case MA_FREEZINGTRAP:
  10156. case HT_BLASTMINE:
  10157. case HT_CLAYMORETRAP:
  10158. case AS_VENOMDUST:
  10159. case AM_DEMONSTRATION:
  10160. case PF_FOGWALL:
  10161. case PF_SPIDERWEB:
  10162. case HT_TALKIEBOX:
  10163. case WE_CALLPARTNER:
  10164. case WE_CALLPARENT:
  10165. case WE_CALLBABY:
  10166. case AC_SHOWER: //Ground-placed skill implementation.
  10167. case MA_SHOWER:
  10168. case SA_LANDPROTECTOR:
  10169. case BD_LULLABY:
  10170. case BD_RICHMANKIM:
  10171. case BD_ETERNALCHAOS:
  10172. case BD_DRUMBATTLEFIELD:
  10173. case BD_RINGNIBELUNGEN:
  10174. case BD_ROKISWEIL:
  10175. case BD_INTOABYSS:
  10176. case BD_SIEGFRIED:
  10177. case BA_DISSONANCE:
  10178. case BA_POEMBRAGI:
  10179. case BA_WHISTLE:
  10180. case BA_ASSASSINCROSS:
  10181. case BA_APPLEIDUN:
  10182. case DC_UGLYDANCE:
  10183. case DC_HUMMING:
  10184. case DC_DONTFORGETME:
  10185. case DC_FORTUNEKISS:
  10186. case DC_SERVICEFORYOU:
  10187. case CG_MOONLIT:
  10188. case GS_DESPERADO:
  10189. case NJ_KAENSIN:
  10190. case NJ_BAKUENRYU:
  10191. case NJ_SUITON:
  10192. case NJ_HYOUSYOURAKU:
  10193. case NJ_RAIGEKISAI:
  10194. case NJ_KAMAITACHI:
  10195. #ifdef RENEWAL
  10196. case NJ_HUUMA:
  10197. #endif
  10198. case NPC_EVILLAND:
  10199. case RA_ELECTRICSHOCKER:
  10200. case RA_CLUSTERBOMB:
  10201. case RA_MAGENTATRAP:
  10202. case RA_COBALTTRAP:
  10203. case RA_MAIZETRAP:
  10204. case RA_VERDURETRAP:
  10205. case RA_FIRINGTRAP:
  10206. case RA_ICEBOUNDTRAP:
  10207. case SC_MANHOLE:
  10208. case SC_DIMENSIONDOOR:
  10209. case SC_CHAOSPANIC:
  10210. case SC_MAELSTROM:
  10211. case SC_BLOODYLUST:
  10212. case WM_REVERBERATION:
  10213. case WM_POEMOFNETHERWORLD:
  10214. case SO_PSYCHIC_WAVE:
  10215. case SO_VACUUM_EXTREME:
  10216. case GN_THORNS_TRAP:
  10217. case GN_DEMONIC_FIRE:
  10218. case GN_HELLS_PLANT:
  10219. case SO_EARTHGRAVE:
  10220. case SO_DIAMONDDUST:
  10221. case SO_FIRE_INSIGNIA:
  10222. case SO_WATER_INSIGNIA:
  10223. case SO_WIND_INSIGNIA:
  10224. case SO_EARTH_INSIGNIA:
  10225. case KO_HUUMARANKA:
  10226. case KO_BAKURETSU:
  10227. case KO_ZENKAI:
  10228. case MH_LAVA_SLIDE:
  10229. case MH_VOLCANIC_ASH:
  10230. case MH_POISON_MIST:
  10231. case MH_STEINWAND:
  10232. case MH_XENO_SLASHER:
  10233. case NC_MAGMA_ERUPTION:
  10234. case SO_ELEMENTAL_SHIELD:
  10235. case RL_B_TRAP:
  10236. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10237. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10238. case GN_WALLOFTHORN:
  10239. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10240. break;
  10241. case WZ_ICEWALL:
  10242. flag|=1;
  10243. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10244. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10245. break;
  10246. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10247. skill_clear_unitgroup(src);
  10248. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10249. flag|=1;
  10250. break;
  10251. case HP_BASILICA:
  10252. if( sc->data[SC_BASILICA] ) {
  10253. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10254. return 0;
  10255. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10256. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10257. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10258. return 0;
  10259. }
  10260. skill_clear_unitgroup(src);
  10261. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10262. flag|=1;
  10263. }
  10264. break;
  10265. case CG_HERMODE:
  10266. skill_clear_unitgroup(src);
  10267. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10268. sc_start4(src,src,SC_DANCING,100,
  10269. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10270. flag|=1;
  10271. break;
  10272. case RG_CLEANER: // [Valaris]
  10273. i = skill_get_splash(skill_id, skill_lv);
  10274. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10275. break;
  10276. case SO_WARMER:
  10277. flag|= 8;
  10278. case SO_CLOUD_KILL:
  10279. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10280. break;
  10281. case WZ_METEOR: {
  10282. int area = skill_get_splash(skill_id, skill_lv);
  10283. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10284. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10285. // Creates a random Cell in the Splash Area
  10286. tmpx = x - area + rnd()%(area * 2 + 1);
  10287. tmpy = y - area + rnd()%(area * 2 + 1);
  10288. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
  10289. && !map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
  10290. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10291. if( i > 0 )
  10292. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10293. x1 = tmpx;
  10294. y1 = tmpy;
  10295. }
  10296. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10297. }
  10298. break;
  10299. case AL_WARP:
  10300. if(sd)
  10301. {
  10302. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10303. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10304. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10305. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10306. );
  10307. }
  10308. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10309. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10310. return 0; // not to consume item.
  10311. case MO_BODYRELOCATION:
  10312. if (unit_movepos(src, x, y, 1, 1)) {
  10313. #if PACKETVER >= 20111005
  10314. clif_snap(src, src->x, src->y);
  10315. #else
  10316. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10317. #endif
  10318. if (sd)
  10319. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10320. }
  10321. break;
  10322. case NJ_SHADOWJUMP:
  10323. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10324. clif_blown(src);
  10325. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10326. break;
  10327. case AM_SPHEREMINE:
  10328. case AM_CANNIBALIZE:
  10329. {
  10330. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10331. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10332. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10333. struct mob_data *md;
  10334. // Correct info, don't change any of this! [celest]
  10335. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10336. if (md) {
  10337. md->master_id = src->id;
  10338. md->special_state.ai = (enum mob_ai)ai;
  10339. if( md->deletetimer != INVALID_TIMER )
  10340. delete_timer(md->deletetimer, mob_timer_delete);
  10341. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10342. mob_spawn (md); //Now it is ready for spawning.
  10343. }
  10344. }
  10345. break;
  10346. // Slim Pitcher [Celest]
  10347. case CR_SLIMPITCHER:
  10348. if (sd) {
  10349. int i_lv = 0, j = 0;
  10350. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10351. i_lv = skill_lv%11 - 1;
  10352. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10353. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10354. {
  10355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10356. return 1;
  10357. }
  10358. potion_flag = 1;
  10359. potion_hp = 0;
  10360. potion_sp = 0;
  10361. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10362. potion_flag = 0;
  10363. //Apply skill bonuses
  10364. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10365. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10366. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10367. + pc_skillheal_bonus(sd, skill_id);
  10368. potion_hp = potion_hp * (100+i_lv)/100;
  10369. potion_sp = potion_sp * (100+i_lv)/100;
  10370. if(potion_hp > 0 || potion_sp > 0) {
  10371. i_lv = skill_get_splash(skill_id, skill_lv);
  10372. map_foreachinarea(skill_area_sub,
  10373. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10374. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10375. skill_castend_nodamage_id);
  10376. }
  10377. } else {
  10378. int id = skill_get_itemid(skill_id, skill_lv);
  10379. struct item_data *item;
  10380. item = itemdb_search(id);
  10381. potion_flag = 1;
  10382. potion_hp = 0;
  10383. potion_sp = 0;
  10384. run_script(item->script,0,src->id,0);
  10385. potion_flag = 0;
  10386. id = skill_get_max(CR_SLIMPITCHER)*10;
  10387. potion_hp = potion_hp * (100+id)/100;
  10388. potion_sp = potion_sp * (100+id)/100;
  10389. if(potion_hp > 0 || potion_sp > 0) {
  10390. id = skill_get_splash(skill_id, skill_lv);
  10391. map_foreachinarea(skill_area_sub,
  10392. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10393. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10394. skill_castend_nodamage_id);
  10395. }
  10396. }
  10397. break;
  10398. case HW_GANBANTEIN:
  10399. if (rnd()%100 < 80) {
  10400. int dummy = 1;
  10401. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10402. i = skill_get_splash(skill_id, skill_lv);
  10403. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10404. } else {
  10405. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10406. return 1;
  10407. }
  10408. break;
  10409. case HW_GRAVITATION:
  10410. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10411. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10412. flag|=1;
  10413. break;
  10414. // Plant Cultivation [Celest]
  10415. case CR_CULTIVATION:
  10416. if (sd) {
  10417. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10418. {
  10419. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10420. return 1;
  10421. }
  10422. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10423. if (rnd()%100 < 50) {
  10424. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10425. } else {
  10426. 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);
  10427. int t;
  10428. if (!md) break;
  10429. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10430. {
  10431. if( md->deletetimer != INVALID_TIMER )
  10432. delete_timer(md->deletetimer, mob_timer_delete);
  10433. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10434. }
  10435. mob_spawn (md);
  10436. }
  10437. }
  10438. break;
  10439. case SG_SUN_WARM:
  10440. case SG_MOON_WARM:
  10441. case SG_STAR_WARM:
  10442. skill_clear_unitgroup(src);
  10443. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10444. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10445. flag|=1;
  10446. break;
  10447. case PA_GOSPEL:
  10448. if (sce && sce->val4 == BCT_SELF)
  10449. {
  10450. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10451. return 0;
  10452. }
  10453. else
  10454. {
  10455. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10456. if (!sg) break;
  10457. if (sce)
  10458. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10459. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10460. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10461. }
  10462. break;
  10463. case NJ_TATAMIGAESHI:
  10464. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10465. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10466. break;
  10467. case AM_RESURRECTHOMUN: //[orn]
  10468. if (sd)
  10469. {
  10470. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10471. {
  10472. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10473. break;
  10474. }
  10475. }
  10476. break;
  10477. case RK_WINDCUTTER:
  10478. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10479. case NC_COLDSLOWER:
  10480. case NC_ARMSCANNON:
  10481. case RK_DRAGONBREATH:
  10482. case RK_DRAGONBREATH_WATER:
  10483. i = skill_get_splash(skill_id,skill_lv);
  10484. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10485. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10486. break;
  10487. case SO_ARRULLO:
  10488. i = skill_get_splash(skill_id,skill_lv);
  10489. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10490. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10491. break;
  10492. case GC_POISONSMOKE:
  10493. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10494. if( sd )
  10495. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10496. return 0;
  10497. }
  10498. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10499. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10500. break;
  10501. case AB_EPICLESIS:
  10502. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10503. i = sg->unit->range;
  10504. 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);
  10505. }
  10506. break;
  10507. case WL_COMET:
  10508. if( sc ) {
  10509. sc->comet_x = x;
  10510. sc->comet_y = y;
  10511. }
  10512. i = skill_get_splash(skill_id,skill_lv);
  10513. 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);
  10514. break;
  10515. case WL_EARTHSTRAIN:
  10516. {
  10517. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10518. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10519. for( w = 1; w <= wave; w++ )
  10520. {
  10521. switch( dir ){
  10522. case 0: case 1: case 7: sy = y + w; break;
  10523. case 3: case 4: case 5: sy = y - w; break;
  10524. case 2: sx = x - w; break;
  10525. case 6: sx = x + w; break;
  10526. }
  10527. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10528. }
  10529. }
  10530. break;
  10531. case RA_DETONATOR:
  10532. i = skill_get_splash(skill_id, skill_lv);
  10533. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10534. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10535. break;
  10536. case NC_NEUTRALBARRIER:
  10537. case NC_STEALTHFIELD:
  10538. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10539. skill_clear_unitgroup(src);
  10540. return 0;
  10541. }
  10542. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10543. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10544. 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));
  10545. if( sd ) pc_overheat(sd,1);
  10546. }
  10547. break;
  10548. case NC_SILVERSNIPER:
  10549. {
  10550. struct mob_data *md;
  10551. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10552. if( md ) {
  10553. md->master_id = src->id;
  10554. md->special_state.ai = AI_FAW;
  10555. if( md->deletetimer != INVALID_TIMER )
  10556. delete_timer(md->deletetimer, mob_timer_delete);
  10557. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10558. mob_spawn(md);
  10559. }
  10560. }
  10561. break;
  10562. case NC_MAGICDECOY:
  10563. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10564. break;
  10565. case SC_FEINTBOMB:
  10566. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10567. skill_blown(src,src,3*skill_lv,unit_getdir(src),0);
  10568. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10569. break;
  10570. case SC_ESCAPE:
  10571. clif_skill_nodamage(src,src,skill_id,-1,1);
  10572. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10573. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10574. break;
  10575. case LG_OVERBRAND: {
  10576. int dir = map_calc_dir(src,x,y);
  10577. int sx = src->x, sy = src->y;
  10578. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10579. for( i = 0; i < layout->count; i++ )
  10580. 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);
  10581. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10582. }
  10583. break;
  10584. case LG_BANDING:
  10585. if( sc && sc->data[SC_BANDING] )
  10586. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10587. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10588. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10589. if( sd ) pc_banding(sd,skill_lv);
  10590. }
  10591. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10592. break;
  10593. case LG_RAYOFGENESIS:
  10594. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10595. i = skill_get_splash(skill_id,skill_lv);
  10596. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10597. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10598. } else if( sd )
  10599. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10600. break;
  10601. case WM_DOMINION_IMPULSE:
  10602. i = skill_get_splash(skill_id, skill_lv);
  10603. map_foreachinarea(skill_active_reverberation,
  10604. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10605. break;
  10606. case WM_GREAT_ECHO:
  10607. flag|=1; // Should counsume 1 item per skill usage.
  10608. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  10609. break;
  10610. case WM_SEVERE_RAINSTORM:
  10611. flag |= 1;
  10612. if (sd)
  10613. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10614. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10615. break;
  10616. case GN_CRAZYWEED: {
  10617. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10618. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10619. int x1 = x - area + rnd()%(area * 2 + 1);
  10620. int y1 = y - area + rnd()%(area * 2 + 1);
  10621. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10622. }
  10623. }
  10624. break;
  10625. case GN_FIRE_EXPANSION: {
  10626. int i_su;
  10627. struct unit_data *ud = unit_bl2ud(src);
  10628. if( !ud ) break;
  10629. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  10630. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  10631. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  10632. switch( skill_lv ) {
  10633. case 1:
  10634. ud->skillunit[i_su]->unit->val2 = skill_lv;
  10635. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  10636. break;
  10637. case 2:
  10638. map_foreachinarea(skill_area_sub,src->m,
  10639. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  10640. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10641. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10642. skill_delunit(ud->skillunit[i_su]->unit);
  10643. break;
  10644. case 3:
  10645. skill_delunit(ud->skillunit[i_su]->unit);
  10646. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  10647. flag |= 1;
  10648. break;
  10649. case 4:
  10650. skill_delunit(ud->skillunit[i_su]->unit);
  10651. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  10652. flag |= 1;
  10653. break;
  10654. case 5: {
  10655. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10656. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10657. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10658. map_foreachinarea(skill_area_sub, src->m,
  10659. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  10660. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10661. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10662. skill_delunit(ud->skillunit[i_su]->unit);
  10663. }
  10664. break;
  10665. }
  10666. }
  10667. }
  10668. }
  10669. break;
  10670. case SO_FIREWALK:
  10671. case SO_ELECTRICWALK:
  10672. if( sc && sc->data[type] )
  10673. status_change_end(src,type,INVALID_TIMER);
  10674. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10675. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10676. break;
  10677. case KO_MAKIBISHI:
  10678. for( i = 0; i < (skill_lv+2); i++ ) {
  10679. x = src->x - 1 + rnd()%3;
  10680. y = src->y - 1 + rnd()%3;
  10681. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10682. }
  10683. break;
  10684. case KO_MUCHANAGE: {
  10685. struct status_data *sstatus;
  10686. int rate = 0;
  10687. sstatus = status_get_status_data(src);
  10688. i = skill_get_splash(skill_id,skill_lv);
  10689. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10690. if( rate < 0 )
  10691. rate = 0;
  10692. 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);
  10693. if( rnd()%100 < rate )
  10694. 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);
  10695. }
  10696. break;
  10697. case RL_FALLEN_ANGEL:
  10698. if (unit_movepos(src,x,y,1,1)) {
  10699. enum e_skill skill_use = GS_DESPERADO;
  10700. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10701. clif_blown(src);
  10702. if (skill_use_lv && skill_check_condition_castend(sd,skill_use,skill_use_lv)) {
  10703. sd->skill_id_old = RL_FALLEN_ANGEL;
  10704. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10705. battle_consume_ammo(sd,skill_use,skill_use_lv);
  10706. }
  10707. sd->skill_id_old = 0;
  10708. }
  10709. else {
  10710. if (sd)
  10711. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10712. }
  10713. break;
  10714. case RL_HAMMER_OF_GOD:
  10715. {
  10716. i = skill_get_splash(skill_id, skill_lv);
  10717. if (sd) {
  10718. 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);
  10719. if (!skill_area_temp[0]) {
  10720. // This skill doesn't have area effect, apply self? :P
  10721. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  10722. clif_skill_nodamage(src, src, skill_id, 0, 1);
  10723. break;
  10724. }
  10725. }
  10726. 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);
  10727. skill_area_temp[0] = 0;
  10728. break;
  10729. }
  10730. break;
  10731. case RL_FIRE_RAIN: {
  10732. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  10733. int sx = x = src->x, sy = y = src->y;
  10734. for (w = 1; w <= wave; w++) {
  10735. switch (dir) {
  10736. case 0: sy = y + w; break;
  10737. case 1: sy = y + w; sx = x - w; break;
  10738. case 2: sx = x - w; break;
  10739. case 3: sx = x - w; sy = y - w; break;
  10740. case 4: sy = y - w; break;
  10741. case 5: sx = x + w; sy = y - w; break;
  10742. case 6: sx = x + w; break;
  10743. case 7: sy = y + w; sx = x + w; break;
  10744. }
  10745. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  10746. }
  10747. }
  10748. break;
  10749. default:
  10750. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10751. return 1;
  10752. }
  10753. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10754. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10755. if( sd )
  10756. {// ensure that the skill last-cast tick is recorded
  10757. sd->canskill_tick = gettick();
  10758. if( sd->state.arrow_atk && !(flag&1) )
  10759. {// consume arrow if this is a ground skill
  10760. battle_consume_ammo(sd, skill_id, skill_lv);
  10761. }
  10762. skill_onskillusage(sd, NULL, skill_id, tick);
  10763. // perform skill requirement consumption
  10764. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10765. }
  10766. return 0;
  10767. }
  10768. /*==========================================
  10769. *
  10770. *------------------------------------------*/
  10771. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  10772. {
  10773. nullpo_ret(sd);
  10774. //Simplify skill_failed code.
  10775. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10776. if(skill_id != sd->menuskill_id)
  10777. return 0;
  10778. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10779. skill_failed(sd);
  10780. return 0;
  10781. }
  10782. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10783. skill_failed(sd);
  10784. return 0;
  10785. }
  10786. pc_stop_attack(sd);
  10787. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10788. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  10789. if(strcmp(mapname,"cancel")==0) {
  10790. skill_failed(sd);
  10791. return 0;
  10792. }
  10793. switch(skill_id)
  10794. {
  10795. case AL_TELEPORT:
  10796. case ALL_ODINS_RECALL:
  10797. //The storage window is closed automatically by the client when there's
  10798. //any kind of map change, so we need to restore it automatically
  10799. //bugreport:8027
  10800. if(strcmp(mapname,"Random") == 0)
  10801. pc_randomwarp(sd,CLR_TELEPORT);
  10802. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10803. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10804. clif_refresh_storagewindow(sd);
  10805. break;
  10806. case AL_WARP:
  10807. {
  10808. const struct point *p[4];
  10809. struct skill_unit_group *group;
  10810. int i, lv, wx, wy;
  10811. int maxcount=0;
  10812. int x,y;
  10813. unsigned short mapindex;
  10814. mapindex = mapindex_name2id((char*)mapname);
  10815. if(!mapindex) { //Given map not found?
  10816. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10817. skill_failed(sd);
  10818. return 0;
  10819. }
  10820. p[0] = &sd->status.save_point;
  10821. p[1] = &sd->status.memo_point[0];
  10822. p[2] = &sd->status.memo_point[1];
  10823. p[3] = &sd->status.memo_point[2];
  10824. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10825. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10826. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10827. maxcount--;
  10828. }
  10829. if(!maxcount) {
  10830. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10831. skill_failed(sd);
  10832. return 0;
  10833. }
  10834. }
  10835. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10836. wx = sd->menuskill_val>>16;
  10837. wy = sd->menuskill_val&0xffff;
  10838. if( lv <= 0 ) return 0;
  10839. if( lv > 4 ) lv = 4; // crash prevention
  10840. // check if the chosen map exists in the memo list
  10841. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10842. if( i < lv ) {
  10843. x=p[i]->x;
  10844. y=p[i]->y;
  10845. } else {
  10846. skill_failed(sd);
  10847. return 0;
  10848. }
  10849. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10850. { // This checks versus skill_id/skill_lv...
  10851. skill_failed(sd);
  10852. return 0;
  10853. }
  10854. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10855. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10856. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10857. skill_failed(sd);
  10858. return 0;
  10859. }
  10860. group->val1 = (group->val1<<16)|(short)0;
  10861. // record the destination coordinates
  10862. group->val2 = (x<<16)|y;
  10863. group->val3 = mapindex;
  10864. }
  10865. break;
  10866. }
  10867. sd->menuskill_id = sd->menuskill_val = 0;
  10868. return 0;
  10869. #undef skill_failed
  10870. }
  10871. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10872. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10873. {
  10874. struct skill_unit* target = (struct skill_unit*)bl;
  10875. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10876. int flag = va_arg(ap, int);
  10877. if (src == target)
  10878. return 0;
  10879. if (!target->group || !(target->group->state.song_dance&0x1))
  10880. return 0;
  10881. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10882. return 0;
  10883. if (flag) //Set dissonance
  10884. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10885. else //Remove dissonance
  10886. target->val2 &= ~UF_ENSEMBLE;
  10887. clif_getareachar_skillunit(&target->bl, target, AREA, 0); //Update look of affected cell.
  10888. return 1;
  10889. }
  10890. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10891. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10892. //When 1, this unit has been positioned, so start the cancel effect.
  10893. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10894. {
  10895. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10896. return 0;
  10897. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10898. return 0; //Nothing to remove, this unit is not overlapped.
  10899. if (unit->val1 != unit->group->skill_id)
  10900. { //Reset state
  10901. unit->val1 = unit->group->skill_id;
  10902. unit->val2 &= ~UF_ENSEMBLE;
  10903. }
  10904. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10905. }
  10906. /**
  10907. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10908. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  10909. * @param flag 0 Convert
  10910. * @param flag 1 Revert
  10911. * @return true success
  10912. * @TODO: This should be completely removed later and rewritten
  10913. * The entire execution of the overlapping songs instances is dirty and hacked together
  10914. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10915. */
  10916. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10917. {
  10918. static int prevflag = 1; // by default the backup is empty
  10919. static struct skill_unit_group backup;
  10920. struct skill_unit_group* group;
  10921. if( unit == NULL || (group = unit->group) == NULL )
  10922. return false;
  10923. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  10924. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  10925. return false;
  10926. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  10927. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10928. flag ? "read an empty backup" : "write to a full backup",
  10929. group->skill_id, group->skill_lv, group->src_id);
  10930. return false;
  10931. }
  10932. prevflag = flag;
  10933. if (!flag) { //Transform
  10934. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10935. // backup
  10936. backup.skill_id = group->skill_id;
  10937. backup.skill_lv = group->skill_lv;
  10938. backup.unit_id = group->unit_id;
  10939. backup.target_flag = group->target_flag;
  10940. backup.bl_flag = group->bl_flag;
  10941. backup.interval = group->interval;
  10942. // replace
  10943. group->skill_id = skill_id;
  10944. group->skill_lv = 1;
  10945. group->unit_id = skill_get_unit_id(skill_id,0);
  10946. group->target_flag = skill_get_unit_target(skill_id);
  10947. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10948. group->interval = skill_get_unit_interval(skill_id);
  10949. } else { //Restore
  10950. group->skill_id = backup.skill_id;
  10951. group->skill_lv = backup.skill_lv;
  10952. group->unit_id = backup.unit_id;
  10953. group->target_flag = backup.target_flag;
  10954. group->bl_flag = backup.bl_flag;
  10955. group->interval = backup.interval;
  10956. }
  10957. return true;
  10958. }
  10959. /**
  10960. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  10961. * @param src Object that triggers the skill
  10962. * @param skill_id Skill ID
  10963. * @param skill_lv Skill level of used skill
  10964. * @param x Position x
  10965. * @param y Position y
  10966. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  10967. * @return skill_unit_group
  10968. */
  10969. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  10970. {
  10971. struct skill_unit_group *group;
  10972. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  10973. int link_group_id = 0;
  10974. int target, interval, range, unit_flag, req_item = 0;
  10975. struct s_skill_unit_layout *layout;
  10976. struct map_session_data *sd;
  10977. struct status_data *status;
  10978. struct status_change *sc;
  10979. int active_flag = 1;
  10980. int subunt = 0;
  10981. nullpo_retr(NULL, src);
  10982. limit = skill_get_time(skill_id,skill_lv);
  10983. range = skill_get_unit_range(skill_id,skill_lv);
  10984. interval = skill_get_unit_interval(skill_id);
  10985. target = skill_get_unit_target(skill_id);
  10986. unit_flag = skill_get_unit_flag(skill_id);
  10987. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  10988. sd = BL_CAST(BL_PC, src);
  10989. status = status_get_status_data(src);
  10990. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  10991. switch( skill_id ) {
  10992. case MH_STEINWAND:
  10993. val2 = 4 + skill_lv;
  10994. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  10995. break;
  10996. case MG_SAFETYWALL:
  10997. #ifdef RENEWAL
  10998. val2 = status_get_max_hp(src) * 3;
  10999. #else
  11000. val2 = skill_lv+1;
  11001. #endif
  11002. break;
  11003. case MG_FIREWALL:
  11004. if(sc && sc->data[SC_VIOLENTGALE])
  11005. limit = limit*3/2;
  11006. val2 = 4+skill_lv;
  11007. break;
  11008. case AL_WARP:
  11009. val1=skill_lv+6;
  11010. if(!(flag&1))
  11011. limit=2000;
  11012. else // previous implementation (not used anymore)
  11013. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11014. if( src->type != BL_SKILL ) return NULL;
  11015. group = ((TBL_SKILL*)src)->group;
  11016. src = map_id2bl(group->src_id);
  11017. if( !src ) return NULL;
  11018. val2 = group->val2; //Copy the (x,y) position you warp to
  11019. val3 = group->val3; //as well as the mapindex to warp to.
  11020. }
  11021. break;
  11022. case HP_BASILICA:
  11023. val1 = src->id; // Store caster id.
  11024. break;
  11025. case PR_SANCTUARY:
  11026. case NPC_EVILLAND:
  11027. val1=(skill_lv+3)*2;
  11028. break;
  11029. case WZ_FIREPILLAR:
  11030. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11031. return NULL;
  11032. if((flag&1)!=0)
  11033. limit=1000;
  11034. val1=skill_lv+2;
  11035. break;
  11036. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11037. case AM_DEMONSTRATION:
  11038. case GN_HELLS_PLANT:
  11039. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11040. return NULL;
  11041. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11042. && (src->type&battle_config.vs_traps_bctall))
  11043. target = BCT_ALL;
  11044. break;
  11045. case HT_ANKLESNARE:
  11046. if( flag&2 ) val3 = SC_ESCAPE;
  11047. case HT_SKIDTRAP:
  11048. case MA_SKIDTRAP:
  11049. //Save position of caster
  11050. val1 = ((src->x)<<16)|(src->y);
  11051. case HT_SHOCKWAVE:
  11052. case HT_SANDMAN:
  11053. case MA_SANDMAN:
  11054. case HT_CLAYMORETRAP:
  11055. case HT_LANDMINE:
  11056. case MA_LANDMINE:
  11057. case HT_FLASHER:
  11058. case HT_FREEZINGTRAP:
  11059. case MA_FREEZINGTRAP:
  11060. case HT_BLASTMINE:
  11061. case RA_ELECTRICSHOCKER:
  11062. case RA_CLUSTERBOMB:
  11063. case RA_MAGENTATRAP:
  11064. case RA_COBALTTRAP:
  11065. case RA_MAIZETRAP:
  11066. case RA_VERDURETRAP:
  11067. case RA_FIRINGTRAP:
  11068. case RA_ICEBOUNDTRAP:
  11069. case RL_B_TRAP:
  11070. {
  11071. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11072. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11073. if( req.itemid[i] )
  11074. req_item = req.itemid[i];
  11075. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11076. limit *= 4; // longer trap times in WOE [celest]
  11077. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11078. target = BCT_ALL;
  11079. }
  11080. break;
  11081. case SA_LANDPROTECTOR:
  11082. case SA_VOLCANO:
  11083. case SA_DELUGE:
  11084. case SA_VIOLENTGALE:
  11085. {
  11086. struct skill_unit_group *old_sg;
  11087. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11088. { //HelloKitty confirmed that these are interchangeable,
  11089. //so you can change element and not consume gemstones.
  11090. if ((
  11091. old_sg->skill_id == SA_VOLCANO ||
  11092. old_sg->skill_id == SA_DELUGE ||
  11093. old_sg->skill_id == SA_VIOLENTGALE
  11094. ) && old_sg->limit > 0)
  11095. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11096. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11097. if (limit < 0) //This can happen...
  11098. limit = skill_get_time(skill_id,skill_lv);
  11099. }
  11100. skill_clear_group(src,1);
  11101. }
  11102. break;
  11103. }
  11104. case BA_WHISTLE:
  11105. val1 = skill_lv +status->agi/10; // Flee increase
  11106. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11107. if(sd){
  11108. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11109. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11110. }
  11111. break;
  11112. case DC_HUMMING:
  11113. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11114. #ifdef RENEWAL
  11115. val1 *= 2;
  11116. #endif
  11117. if(sd)
  11118. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11119. break;
  11120. case BA_POEMBRAGI:
  11121. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11122. //For some reason at level 10 the base delay reduction is 50%.
  11123. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11124. if(sd){
  11125. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11126. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11127. }
  11128. break;
  11129. case DC_DONTFORGETME:
  11130. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11131. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11132. if(sd){
  11133. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11134. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11135. }
  11136. break;
  11137. case DC_SERVICEFORYOU:
  11138. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11139. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11140. if(sd){
  11141. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11142. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11143. }
  11144. break;
  11145. case BA_ASSASSINCROSS:
  11146. #ifdef RENEWAL
  11147. val1 = skill_lv + (status->agi/20); // ASPD increase
  11148. #else
  11149. val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
  11150. #endif
  11151. if(sd)
  11152. val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
  11153. val1*=10; // ASPD works with 1000 as 100%
  11154. break;
  11155. case DC_FORTUNEKISS:
  11156. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11157. if(sd)
  11158. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11159. val1*=10; //Because every 10 crit is an actual cri point.
  11160. break;
  11161. case BD_DRUMBATTLEFIELD:
  11162. #ifdef RENEWAL
  11163. val1 = (skill_lv+5)*25; //Atk increase
  11164. val2 = skill_lv*10; //Def increase
  11165. #else
  11166. val1 = (skill_lv+1)*25; //Atk increase
  11167. val2 = (skill_lv+1)*2; //Def increase
  11168. #endif
  11169. break;
  11170. case BD_RINGNIBELUNGEN:
  11171. val1 = (skill_lv+2)*25; //Atk increase
  11172. break;
  11173. case BD_RICHMANKIM:
  11174. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11175. break;
  11176. case BD_SIEGFRIED:
  11177. val1 = 55 + skill_lv*5; //Elemental Resistance
  11178. val2 = skill_lv*10; //Status ailment resistance
  11179. break;
  11180. case WE_CALLPARTNER:
  11181. if (sd) val1 = sd->status.partner_id;
  11182. break;
  11183. case WE_CALLPARENT:
  11184. if (sd) {
  11185. val1 = sd->status.father;
  11186. val2 = sd->status.mother;
  11187. }
  11188. break;
  11189. case WE_CALLBABY:
  11190. if (sd) val1 = sd->status.child;
  11191. break;
  11192. case NJ_KAENSIN:
  11193. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11194. val2 = (skill_lv+1)/2 + 4;
  11195. break;
  11196. case NJ_SUITON:
  11197. skill_clear_group(src, 1);
  11198. break;
  11199. case GS_GROUNDDRIFT:
  11200. {
  11201. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  11202. val1 = status->rhw.ele;
  11203. if (!val1)
  11204. val1=element[rnd()%5];
  11205. switch (val1)
  11206. {
  11207. case ELE_FIRE:
  11208. subunt++;
  11209. case ELE_WATER:
  11210. subunt++;
  11211. case ELE_POISON:
  11212. subunt++;
  11213. case ELE_DARK:
  11214. subunt++;
  11215. case ELE_WIND:
  11216. break;
  11217. default:
  11218. subunt=rnd()%5;
  11219. break;
  11220. }
  11221. break;
  11222. }
  11223. case GC_POISONSMOKE:
  11224. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11225. return NULL;
  11226. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11227. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11228. limit = 4000 + 2000 * skill_lv;
  11229. break;
  11230. case GD_LEADERSHIP:
  11231. case GD_GLORYWOUNDS:
  11232. case GD_SOULCOLD:
  11233. case GD_HAWKEYES:
  11234. limit = 1000000;//it doesn't matter
  11235. break;
  11236. case LG_BANDING:
  11237. limit = -1;
  11238. break;
  11239. case WM_REVERBERATION:
  11240. interval = limit;
  11241. val2 = 1;
  11242. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11243. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11244. target = BCT_ALL;
  11245. case WM_SEVERE_RAINSTORM:
  11246. case SO_WATER_INSIGNIA:
  11247. case SO_FIRE_INSIGNIA:
  11248. case SO_WIND_INSIGNIA:
  11249. case SO_EARTH_INSIGNIA:
  11250. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11251. return NULL;
  11252. break;
  11253. case SO_CLOUD_KILL:
  11254. skill_clear_group(src, 4);
  11255. break;
  11256. case SO_WARMER:
  11257. skill_clear_group(src, 8);
  11258. break;
  11259. case GN_WALLOFTHORN:
  11260. // Turns to Firewall
  11261. if( flag&1 )
  11262. limit = 3000;
  11263. val3 = (x<<16)|y;
  11264. break;
  11265. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11266. case GN_FIRE_EXPANSION_TEAR_GAS:
  11267. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11268. break;
  11269. case KO_ZENKAI:
  11270. if( sd ){
  11271. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11272. if( i < 5 ){
  11273. val1 = sd->talisman[i]; // no. of aura
  11274. val2 = i; // aura type
  11275. limit += val1 * 1000;
  11276. subunt = i - 1;
  11277. pc_del_talisman(sd, sd->talisman[i], i);
  11278. }
  11279. }
  11280. break;
  11281. case HW_GRAVITATION:
  11282. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11283. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11284. }
  11285. // Init skill unit group
  11286. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11287. group->val1 = val1;
  11288. group->val2 = val2;
  11289. group->val3 = val3;
  11290. group->link_group_id = link_group_id;
  11291. group->target_flag = target;
  11292. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11293. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11294. 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
  11295. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11296. group->item_id = req_item;
  11297. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11298. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11299. active_flag = 0;
  11300. // Put message for Talkie Box & Graffiti
  11301. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11302. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11303. if (sd)
  11304. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11305. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11306. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11307. }
  11308. // Dance skill
  11309. if (group->state.song_dance) {
  11310. if(sd) {
  11311. sd->skill_id_dance = skill_id;
  11312. sd->skill_lv_dance = skill_lv;
  11313. }
  11314. if (
  11315. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11316. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11317. )
  11318. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11319. }
  11320. // Set skill unit
  11321. limit = group->limit;
  11322. for( i = 0; i < layout->count; i++ ) {
  11323. struct skill_unit *unit;
  11324. int ux = x + layout->dx[i];
  11325. int uy = y + layout->dy[i];
  11326. int unit_val1 = skill_lv;
  11327. int unit_val2 = 0;
  11328. int alive = 1;
  11329. // are the coordinates out of range?
  11330. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11331. continue;
  11332. }
  11333. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11334. continue; // don't place skill units on walls (except for songs/dances/encores)
  11335. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11336. continue; // no path between cell and center of casting.
  11337. switch( skill_id ) {
  11338. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11339. case HT_LANDMINE:
  11340. case MA_LANDMINE:
  11341. case HT_ANKLESNARE:
  11342. case HT_SHOCKWAVE:
  11343. case HT_SANDMAN:
  11344. case MA_SANDMAN:
  11345. case HT_FLASHER:
  11346. case HT_FREEZINGTRAP:
  11347. case MA_FREEZINGTRAP:
  11348. case HT_TALKIEBOX:
  11349. case HT_SKIDTRAP:
  11350. case MA_SKIDTRAP:
  11351. case HT_CLAYMORETRAP:
  11352. case HT_BLASTMINE:
  11353. case RA_ELECTRICSHOCKER:
  11354. case RA_CLUSTERBOMB:
  11355. case RA_MAGENTATRAP:
  11356. case RA_COBALTTRAP:
  11357. case RA_MAIZETRAP:
  11358. case RA_VERDURETRAP:
  11359. case RA_FIRINGTRAP:
  11360. case RA_ICEBOUNDTRAP:
  11361. unit_val1 = 3500;
  11362. break;
  11363. case MG_FIREWALL:
  11364. case NJ_KAENSIN:
  11365. unit_val2 = group->val2;
  11366. break;
  11367. case WZ_ICEWALL:
  11368. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11369. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11370. break;
  11371. case GS_DESPERADO:
  11372. unit_val1 = abs(layout->dx[i]);
  11373. unit_val2 = abs(layout->dy[i]);
  11374. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11375. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11376. if (unit_val1) unit_val1--;
  11377. unit_val1 = 36 -12*unit_val1;
  11378. } else //Diagonal edges
  11379. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11380. if (unit_val1 < 1) unit_val1 = 1;
  11381. unit_val2 = 0;
  11382. break;
  11383. case WM_REVERBERATION:
  11384. case WM_POEMOFNETHERWORLD:
  11385. unit_val1 = 1 + skill_lv;
  11386. break;
  11387. case GN_WALLOFTHORN:
  11388. if (flag&1) // Turned become Firewall
  11389. break;
  11390. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11391. unit_val2 = 20; // Max hits
  11392. break;
  11393. case RL_B_TRAP:
  11394. unit_val1 = 3500;
  11395. unit_val2 = 0;
  11396. break;
  11397. default:
  11398. if (group->state.song_dance&0x1)
  11399. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11400. break;
  11401. }
  11402. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11403. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11404. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11405. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11406. // Check active cell to failing or remove current unit
  11407. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11408. if( !alive )
  11409. continue;
  11410. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2)));
  11411. unit->limit = limit;
  11412. unit->range = range;
  11413. if (skill_id == PF_FOGWALL && alive == 2)
  11414. { //Double duration of cells on top of Deluge/Suiton
  11415. unit->limit *= 2;
  11416. group->limit = unit->limit;
  11417. }
  11418. // Execute on all targets standing on this cell
  11419. if (range == 0 && active_flag)
  11420. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11421. }
  11422. if (!group->alive_count)
  11423. { //No cells? Something that was blocked completely by Land Protector?
  11424. skill_delunitgroup(group);
  11425. return NULL;
  11426. }
  11427. //success, unit created.
  11428. switch( skill_id ) {
  11429. case NJ_TATAMIGAESHI: //Store number of tiles.
  11430. group->val1 = group->alive_count;
  11431. break;
  11432. }
  11433. return group;
  11434. }
  11435. /*==========================================
  11436. *
  11437. *------------------------------------------*/
  11438. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11439. {
  11440. skill_unit_onplace(unit, bl, tick);
  11441. }
  11442. /**
  11443. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11444. * while skill unit initialized or moved (such by knock back).
  11445. * As a follow of skill_unit_effect flag &1
  11446. * @param unit
  11447. * @param bl Target
  11448. * @param tick
  11449. */
  11450. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11451. {
  11452. struct skill_unit_group *sg;
  11453. struct block_list *ss; // Actual source that cast the skill unit
  11454. struct status_change *sc;
  11455. struct status_change_entry *sce;
  11456. enum sc_type type;
  11457. uint16 skill_id;
  11458. nullpo_ret(unit);
  11459. nullpo_ret(bl);
  11460. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11461. return 0;
  11462. nullpo_ret(sg = unit->group);
  11463. nullpo_ret(ss = map_id2bl(sg->src_id));
  11464. 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) ||
  11465. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11466. return 0; //AoE skills are ineffective. [Skotlex]
  11467. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11468. return 0; //Songs don't work in Basilica
  11469. sc = status_get_sc(bl);
  11470. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11471. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11472. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11473. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11474. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11475. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11476. type = status_skill2sc(sg->skill_id);
  11477. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11478. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11479. switch (sg->unit_id) {
  11480. case UNT_SPIDERWEB:
  11481. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11482. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11483. sc->data[SC_SPIDERWEB]->val2++;
  11484. break;
  11485. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  11486. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11487. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11488. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11489. if( td )
  11490. sec = DIFF_TICK(td->tick, tick);
  11491. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11492. clif_fixpos(bl);
  11493. sg->val2 = bl->id;
  11494. }
  11495. else
  11496. sec = 3000; //Couldn't trap it?
  11497. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11498. }
  11499. break;
  11500. case UNT_SAFETYWALL:
  11501. if (!sce)
  11502. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11503. break;
  11504. case UNT_BLOODYLUST:
  11505. if (sg->src_id == bl->id)
  11506. break; //Does not affect the caster.
  11507. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11508. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11509. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11510. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11511. break;
  11512. case UNT_PNEUMA:
  11513. if (!sce)
  11514. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11515. break;
  11516. case UNT_CHAOSPANIC:
  11517. 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);
  11518. break;
  11519. case UNT_WARP_WAITING: {
  11520. int working = sg->val1&0xffff;
  11521. if(bl->type==BL_PC && !working){
  11522. struct map_session_data *sd = (struct map_session_data *)bl;
  11523. if((!sd->chatID || battle_config.chat_warpportal)
  11524. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  11525. {
  11526. int x = sg->val2>>16;
  11527. int y = sg->val2&0xffff;
  11528. int count = sg->val1>>16;
  11529. unsigned short m = sg->val3;
  11530. if( --count <= 0 )
  11531. skill_delunitgroup(sg);
  11532. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11533. working = 1;/* we break it because officials break it, lovely stuff. */
  11534. sg->val1 = (count<<16)|working;
  11535. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11536. }
  11537. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11538. int16 m = map_mapindex2mapid(sg->val3);
  11539. if (m < 0) break; //Map not available on this map-server.
  11540. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11541. }
  11542. }
  11543. break;
  11544. case UNT_QUAGMIRE:
  11545. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  11546. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11547. break;
  11548. case UNT_VOLCANO:
  11549. case UNT_DELUGE:
  11550. case UNT_VIOLENTGALE:
  11551. if(!sce)
  11552. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11553. break;
  11554. case UNT_SUITON:
  11555. if(!sce)
  11556. sc_start4(ss, bl,type,100,sg->skill_lv,
  11557. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11558. 0,0,sg->limit);
  11559. break;
  11560. case UNT_HERMODE:
  11561. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11562. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11563. case UNT_RICHMANKIM:
  11564. case UNT_ETERNALCHAOS:
  11565. case UNT_DRUMBATTLEFIELD:
  11566. case UNT_RINGNIBELUNGEN:
  11567. case UNT_ROKISWEIL:
  11568. case UNT_INTOABYSS:
  11569. case UNT_SIEGFRIED:
  11570. //Needed to check when a dancer/bard leaves their ensemble area.
  11571. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11572. return skill_id;
  11573. if (!sce)
  11574. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11575. break;
  11576. case UNT_WHISTLE:
  11577. case UNT_ASSASSINCROSS:
  11578. case UNT_POEMBRAGI:
  11579. case UNT_APPLEIDUN:
  11580. case UNT_HUMMING:
  11581. case UNT_DONTFORGETME:
  11582. case UNT_FORTUNEKISS:
  11583. case UNT_SERVICEFORYOU:
  11584. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11585. return 0;
  11586. if (!sc) return 0;
  11587. if (!sce)
  11588. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11589. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11590. sce->val4 = 0; //remove the mark that we stepped out
  11591. delete_timer(sce->timer, status_change_timer);
  11592. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11593. }
  11594. break;
  11595. case UNT_FOGWALL:
  11596. if (!sce)
  11597. {
  11598. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11599. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11600. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11601. }
  11602. break;
  11603. case UNT_GRAVITATION:
  11604. if (!sce)
  11605. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11606. break;
  11607. case UNT_BASILICA:
  11608. {
  11609. int i = battle_check_target(bl, bl, BCT_ENEMY);
  11610. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11611. { // knock-back any enemy except Boss
  11612. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11613. break;
  11614. }
  11615. if (!sce && i <= 0)
  11616. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11617. }
  11618. break;
  11619. // officially, icewall has no problems existing on occupied cells [ultramage]
  11620. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11621. // unit->val1 = 0;
  11622. // if(unit->limit + sg->tick > tick + 700)
  11623. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  11624. // break;
  11625. case UNT_MOONLIT:
  11626. //Knockback out of area if affected char isn't in Moonlit effect
  11627. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11628. break;
  11629. if (ss == bl) //Also needed to prevent infinite loop crash.
  11630. break;
  11631. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11632. break;
  11633. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11634. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11635. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11636. break;
  11637. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11638. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11639. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  11640. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  11641. break;
  11642. case UNT_VOLCANIC_ASH:
  11643. if (!sce)
  11644. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11645. break;
  11646. case UNT_GD_LEADERSHIP:
  11647. case UNT_GD_GLORYWOUNDS:
  11648. case UNT_GD_SOULCOLD:
  11649. case UNT_GD_HAWKEYES:
  11650. if ( !sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0 )
  11651. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11652. break;
  11653. }
  11654. return skill_id;
  11655. }
  11656. /**
  11657. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  11658. * @param unit Skill unit
  11659. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  11660. * @param tick
  11661. */
  11662. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11663. {
  11664. struct skill_unit_group *sg;
  11665. struct block_list *ss;
  11666. TBL_PC* tsd;
  11667. struct status_data *tstatus;
  11668. struct status_change *tsc;
  11669. struct skill_unit_group_tickset *ts;
  11670. enum sc_type type;
  11671. uint16 skill_id;
  11672. int diff = 0;
  11673. nullpo_ret(unit);
  11674. nullpo_ret(bl);
  11675. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  11676. return 0;
  11677. nullpo_ret(sg = unit->group);
  11678. nullpo_ret(ss = map_id2bl(sg->src_id));
  11679. tsd = BL_CAST(BL_PC, bl);
  11680. tsc = status_get_sc(bl);
  11681. tstatus = status_get_status_data(bl);
  11682. type = status_skill2sc(sg->skill_id);
  11683. skill_id = sg->skill_id;
  11684. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  11685. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11686. if (sg->interval == -1) {
  11687. switch (sg->unit_id) {
  11688. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11689. case UNT_FIREPILLAR_ACTIVE:
  11690. case UNT_ELECTRICSHOCKER:
  11691. case UNT_MANHOLE:
  11692. return 0;
  11693. default:
  11694. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11695. return 0;
  11696. }
  11697. }
  11698. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11699. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11700. diff = DIFF_TICK(tick,ts->tick);
  11701. if (diff < 0)
  11702. return 0;
  11703. ts->tick = tick+sg->interval;
  11704. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11705. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  11706. }
  11707. // Wall of Thorn damaged by Fire element unit [Cydh]
  11708. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  11709. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  11710. struct skill_unit *su = (struct skill_unit *)bl;
  11711. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  11712. 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);
  11713. su->group->limit = sg->limit = 0;
  11714. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  11715. return skill_id;
  11716. }
  11717. }
  11718. switch (sg->unit_id) {
  11719. // Units that deals simple attack
  11720. case UNT_GRAVITATION:
  11721. case UNT_EARTHSTRAIN:
  11722. case UNT_FIREWALK:
  11723. case UNT_ELECTRICWALK:
  11724. case UNT_PSYCHIC_WAVE:
  11725. case UNT_MAGMA_ERUPTION:
  11726. case UNT_MAKIBISHI:
  11727. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11728. break;
  11729. case UNT_DUMMYSKILL:
  11730. switch (sg->skill_id) {
  11731. case SG_SUN_WARM: //SG skills [Komurka]
  11732. case SG_MOON_WARM:
  11733. case SG_STAR_WARM: {
  11734. int count = 0;
  11735. const int x = bl->x, y = bl->y;
  11736. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11737. do {
  11738. if( bl->type == BL_PC )
  11739. status_zap(bl, 0, 15); // sp damage to players
  11740. else // mobs
  11741. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  11742. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11743. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11744. } else { //should end when out of sp.
  11745. sg->limit = DIFF_TICK(tick,sg->tick);
  11746. break;
  11747. }
  11748. } while( x == bl->x && y == bl->y &&
  11749. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11750. }
  11751. break;
  11752. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  11753. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11754. if (tsc)
  11755. tsc->sg_counter++; //SG hit counter.
  11756. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11757. tsc->sg_counter=0; //Attack absorbed.
  11758. break;
  11759. #endif
  11760. case GS_DESPERADO:
  11761. if (rnd()%100 < unit->val1)
  11762. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11763. break;
  11764. case GN_CRAZYWEED_ATK:
  11765. if( bl->type == BL_SKILL ) {
  11766. struct skill_unit *su = (struct skill_unit *)bl;
  11767. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11768. break;
  11769. }
  11770. default:
  11771. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11772. }
  11773. break;
  11774. case UNT_FIREWALL:
  11775. case UNT_KAEN: {
  11776. int count = 0;
  11777. const int x = bl->x, y = bl->y;
  11778. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  11779. break;
  11780. //Take into account these hit more times than the timer interval can handle.
  11781. do
  11782. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11783. while(--unit->val2 && x == bl->x && y == bl->y &&
  11784. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11785. if (unit->val2 <= 0)
  11786. skill_delunit(unit);
  11787. }
  11788. break;
  11789. case UNT_SANCTUARY:
  11790. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11791. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11792. 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) )
  11793. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11794. } else {
  11795. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11796. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11797. #ifdef RENEWAL
  11798. if( md && md->mob_id == MOBID_EMPERIUM )
  11799. break;
  11800. #endif
  11801. if( md && mob_is_battleground(md) )
  11802. break;
  11803. if( tstatus->hp >= tstatus->max_hp )
  11804. break;
  11805. if( status_isimmune(bl) )
  11806. heal = 0;
  11807. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11808. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11809. heal = ~heal + 1;
  11810. status_heal(bl, heal, 0, 0);
  11811. if( diff >= 500 )
  11812. sg->val1--;
  11813. }
  11814. if( sg->val1 <= 0 )
  11815. skill_delunitgroup(sg);
  11816. break;
  11817. case UNT_EVILLAND:
  11818. //Will heal demon and undead element monsters, but not players.
  11819. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11820. { //Damage enemies
  11821. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11822. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11823. } else {
  11824. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11825. if (tstatus->hp >= tstatus->max_hp)
  11826. break;
  11827. if (status_isimmune(bl))
  11828. heal = 0;
  11829. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11830. status_heal(bl, heal, 0, 0);
  11831. }
  11832. break;
  11833. case UNT_MAGNUS:
  11834. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11835. break;
  11836. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11837. break;
  11838. case UNT_FIREPILLAR_WAITING:
  11839. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  11840. skill_delunit(unit);
  11841. break;
  11842. case UNT_SKIDTRAP: {
  11843. //Knockback away from position of user during placement [Playtester]
  11844. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  11845. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  11846. sg->unit_id = UNT_USED_TRAPS;
  11847. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11848. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11849. //Target will be stopped for 3 seconds
  11850. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  11851. }
  11852. break;
  11853. case UNT_ANKLESNARE:
  11854. case UNT_MANHOLE:
  11855. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11856. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11857. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  11858. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11859. if( td )
  11860. sec = DIFF_TICK(td->tick, tick);
  11861. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  11862. || !unit_blown_immune(bl,0x1) )
  11863. {
  11864. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  11865. clif_fixpos(bl);
  11866. }
  11867. sg->val2 = bl->id;
  11868. } else
  11869. sec = 3000; //Couldn't trap it?
  11870. if (sg->unit_id == UNT_ANKLESNARE) {
  11871. clif_skillunit_update(&unit->bl);
  11872. /**
  11873. * If you're snared from a trap that was invisible this makes the trap be
  11874. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11875. * bugreport:3961
  11876. **/
  11877. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  11878. }
  11879. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11880. sg->interval = -1;
  11881. unit->range = 0;
  11882. }
  11883. break;
  11884. case UNT_ELECTRICSHOCKER:
  11885. if( bl->id != ss->id ) {
  11886. if( status_get_mode(bl)&MD_BOSS )
  11887. break;
  11888. 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) ) {
  11889. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11890. clif_fixpos(bl);
  11891. }
  11892. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11893. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11894. }
  11895. break;
  11896. case UNT_VENOMDUST:
  11897. if(tsc && !tsc->data[type])
  11898. 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);
  11899. break;
  11900. case UNT_LANDMINE:
  11901. //Land Mine only hits single target
  11902. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11903. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11904. sg->limit = 1500;
  11905. break;
  11906. case UNT_MAGENTATRAP:
  11907. case UNT_COBALTTRAP:
  11908. case UNT_MAIZETRAP:
  11909. case UNT_VERDURETRAP:
  11910. if( bl->type == BL_PC )// it won't work on players
  11911. break;
  11912. case UNT_FIRINGTRAP:
  11913. case UNT_ICEBOUNDTRAP:
  11914. case UNT_CLUSTERBOMB:
  11915. if( bl->id == ss->id )// it won't trigger on caster
  11916. break;
  11917. case UNT_BLASTMINE:
  11918. case UNT_SHOCKWAVE:
  11919. case UNT_SANDMAN:
  11920. case UNT_FLASHER:
  11921. case UNT_FREEZINGTRAP:
  11922. case UNT_FIREPILLAR_ACTIVE:
  11923. case UNT_CLAYMORETRAP:
  11924. if (tsc && tsc->data[SC__MANHOLE])
  11925. break;
  11926. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  11927. 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);
  11928. else
  11929. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11930. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11931. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  11932. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11933. sg->limit = DIFF_TICK(tick, sg->tick) +
  11934. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  11935. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  11936. break;
  11937. case UNT_TALKIEBOX:
  11938. if (sg->src_id == bl->id)
  11939. break;
  11940. if (sg->val2 == 0) {
  11941. clif_talkiebox(&unit->bl, sg->valstr);
  11942. sg->unit_id = UNT_USED_TRAPS;
  11943. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11944. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  11945. sg->val2 = -1;
  11946. }
  11947. break;
  11948. case UNT_LULLABY:
  11949. if (ss->id == bl->id)
  11950. break;
  11951. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11952. break;
  11953. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  11954. if (ss->id != bl->id)
  11955. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11956. break;
  11957. case UNT_DISSONANCE:
  11958. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11959. break;
  11960. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  11961. int heal;
  11962. #ifdef RENEWAL
  11963. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11964. if (md && md->mob_id == MOBID_EMPERIUM)
  11965. break;
  11966. #endif
  11967. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11968. break; // affects self only when soullinked
  11969. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  11970. if (tsc->data[SC_AKAITSUKI] && heal)
  11971. heal = ~heal + 1;
  11972. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11973. status_heal(bl, heal, 0, 0);
  11974. }
  11975. break;
  11976. case UNT_TATAMIGAESHI:
  11977. case UNT_DEMONSTRATION:
  11978. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11979. break;
  11980. case UNT_GOSPEL:
  11981. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  11982. break;
  11983. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  11984. { // Support Effect only on party, not guild
  11985. int heal;
  11986. int i = rnd()%13; // Positive buff count
  11987. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  11988. switch (i)
  11989. {
  11990. case 0: // Heal 1~9999 HP
  11991. heal = rnd() %9999+1;
  11992. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  11993. status_heal(bl,heal,0,0);
  11994. break;
  11995. case 1: // End all negative status
  11996. status_change_clear_buffs(bl,6);
  11997. if (tsd) clif_gospel_info(tsd, 0x15);
  11998. break;
  11999. case 2: // Immunity to all status
  12000. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  12001. if (tsd) clif_gospel_info(tsd, 0x16);
  12002. break;
  12003. case 3: // MaxHP +100%
  12004. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  12005. if (tsd) clif_gospel_info(tsd, 0x17);
  12006. break;
  12007. case 4: // MaxSP +100%
  12008. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  12009. if (tsd) clif_gospel_info(tsd, 0x18);
  12010. break;
  12011. case 5: // All stats +20
  12012. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  12013. if (tsd) clif_gospel_info(tsd, 0x19);
  12014. break;
  12015. case 6: // Level 10 Blessing
  12016. sc_start(ss, bl,SC_BLESSING,100,10,time);
  12017. break;
  12018. case 7: // Level 10 Increase AGI
  12019. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  12020. break;
  12021. case 8: // Enchant weapon with Holy element
  12022. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  12023. if (tsd) clif_gospel_info(tsd, 0x1c);
  12024. break;
  12025. case 9: // Enchant armor with Holy element
  12026. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  12027. if (tsd) clif_gospel_info(tsd, 0x1d);
  12028. break;
  12029. case 10: // DEF +25%
  12030. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  12031. if (tsd) clif_gospel_info(tsd, 0x1e);
  12032. break;
  12033. case 11: // ATK +100%
  12034. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  12035. if (tsd) clif_gospel_info(tsd, 0x1f);
  12036. break;
  12037. case 12: // HIT/Flee +50
  12038. sc_start(ss, bl,SC_INCHIT,100,50,time);
  12039. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  12040. if (tsd) clif_gospel_info(tsd, 0x20);
  12041. break;
  12042. }
  12043. }
  12044. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12045. { // Offensive Effect
  12046. int i = rnd()%9; // Negative buff count
  12047. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  12048. switch (i)
  12049. {
  12050. case 0: // Deal 1~9999 damage
  12051. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12052. break;
  12053. case 1: // Curse
  12054. sc_start(ss, bl,SC_CURSE,100,1,time);
  12055. break;
  12056. case 2: // Blind
  12057. sc_start(ss, bl,SC_BLIND,100,1,time);
  12058. break;
  12059. case 3: // Poison
  12060. sc_start(ss, bl,SC_POISON,100,1,time);
  12061. break;
  12062. case 4: // Level 10 Provoke
  12063. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  12064. break;
  12065. case 5: // DEF -100%
  12066. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  12067. break;
  12068. case 6: // ATK -100%
  12069. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  12070. break;
  12071. case 7: // Flee -100%
  12072. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  12073. break;
  12074. case 8: // Speed/ASPD -25%
  12075. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  12076. break;
  12077. }
  12078. }
  12079. break;
  12080. case UNT_BASILICA:
  12081. {
  12082. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12083. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  12084. { // knock-back any enemy except Boss
  12085. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12086. break;
  12087. }
  12088. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12089. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12090. }
  12091. break;
  12092. case UNT_GROUNDDRIFT_WIND:
  12093. case UNT_GROUNDDRIFT_DARK:
  12094. case UNT_GROUNDDRIFT_POISON:
  12095. case UNT_GROUNDDRIFT_WATER:
  12096. case UNT_GROUNDDRIFT_FIRE:
  12097. map_foreachinrange(skill_trap_splash,&unit->bl,
  12098. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12099. &unit->bl,tick);
  12100. sg->unit_id = UNT_USED_TRAPS;
  12101. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12102. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12103. break;
  12104. case UNT_POISONSMOKE:
  12105. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12106. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12107. break;
  12108. case UNT_EPICLESIS:
  12109. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12110. int hp, sp;
  12111. switch( sg->skill_lv ) {
  12112. case 1: case 2: hp = 3; sp = 2; break;
  12113. case 3: case 4: hp = 4; sp = 3; break;
  12114. case 5: default: hp = 5; sp = 4; break;
  12115. }
  12116. hp = tstatus->max_hp * hp / 100;
  12117. sp = tstatus->max_sp * sp / 100;
  12118. if (tstatus->hp < tstatus->max_hp)
  12119. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12120. if (tstatus->sp < tstatus->max_sp)
  12121. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12122. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12123. hp = ~hp + 1;
  12124. status_heal(bl, hp, sp, 3);
  12125. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12126. sg->val2++;
  12127. // Reveal hidden players every 5 seconds.
  12128. if( sg->val2 >= 5 ) {
  12129. sg->val2 = 0;
  12130. // Doesn't remove Invisibility or Chase Walk.
  12131. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12132. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12133. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12134. }
  12135. }
  12136. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12137. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12138. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12139. break;
  12140. case UNT_STEALTHFIELD:
  12141. if( bl->id == sg->src_id )
  12142. break; // Dont work on Self (video shows that)
  12143. case UNT_NEUTRALBARRIER:
  12144. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  12145. break;
  12146. case UNT_DIMENSIONDOOR:
  12147. if( tsd && !map[bl->m].flag.noteleport )
  12148. pc_randomwarp(tsd,CLR_TELEPORT);
  12149. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12150. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12151. break;
  12152. case UNT_REVERBERATION:
  12153. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12154. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12155. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  12156. sg->unit_id = UNT_USED_TRAPS;
  12157. break;
  12158. case UNT_SEVERE_RAINSTORM:
  12159. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12160. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12161. break;
  12162. case UNT_NETHERWORLD:
  12163. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12164. if (!(tsc && tsc->data[type])) {
  12165. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12166. sg->limit = DIFF_TICK(tick,sg->tick);
  12167. sg->unit_id = UNT_USED_TRAPS;
  12168. }
  12169. }
  12170. break;
  12171. case UNT_THORNS_TRAP:
  12172. if( tsc ) {
  12173. if( !sg->val2 ) {
  12174. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12175. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12176. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12177. if( td )
  12178. sec = DIFF_TICK(td->tick, tick);
  12179. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12180. clif_fixpos(bl);
  12181. sg->val2 = bl->id;
  12182. } else
  12183. sec = 3000; // Couldn't trap it?
  12184. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12185. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12186. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12187. }
  12188. break;
  12189. case UNT_WALLOFTHORN:
  12190. if (unit->val2-- <= 0) // Max hit reached
  12191. break;
  12192. if (status_get_mode(bl)&MD_BOSS)
  12193. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12194. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12195. 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);
  12196. break;
  12197. case UNT_DEMONIC_FIRE:
  12198. switch( sg->val2 ) {
  12199. case 1:
  12200. default:
  12201. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12202. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12203. break;
  12204. }
  12205. break;
  12206. case UNT_HELLS_PLANT:
  12207. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12208. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12209. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12210. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12211. break;
  12212. case UNT_CLOUD_KILL:
  12213. if(tsc && !tsc->data[type])
  12214. 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);
  12215. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12216. break;
  12217. case UNT_WARMER:
  12218. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12219. int hp = 0;
  12220. struct status_change *ssc = status_get_sc(ss);
  12221. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12222. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12223. else
  12224. hp = tstatus->max_hp * sg->skill_lv / 100;
  12225. if( tstatus->hp != tstatus->max_hp )
  12226. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12227. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12228. hp = ~hp + 1;
  12229. status_heal(bl, hp, 0, 0);
  12230. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12231. }
  12232. break;
  12233. case UNT_ZEPHYR:
  12234. if (ss == bl)
  12235. break; // Doesn't affect the Elemental
  12236. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12237. break;
  12238. case UNT_FIRE_INSIGNIA:
  12239. case UNT_WATER_INSIGNIA:
  12240. case UNT_WIND_INSIGNIA:
  12241. case UNT_EARTH_INSIGNIA:
  12242. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12243. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12244. int hp = tstatus->max_hp / 100; //+1% each 5s
  12245. if ((sg->val3) % 5) { //each 5s
  12246. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12247. status_heal(bl, hp, 0, 2);
  12248. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12249. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12250. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12251. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12252. ){
  12253. status_heal(bl, -hp, 0, 0);
  12254. }
  12255. }
  12256. sg->val3++; //timer
  12257. if (sg->val3 > 5) sg->val3 = 0;
  12258. }
  12259. break;
  12260. case UNT_VACUUM_EXTREME:
  12261. if ( tsc && tsc->data[SC_HALLUCINATIONWALK] )
  12262. return 0;
  12263. else {
  12264. sg->limit -= 100 * tstatus->str/20;
  12265. sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
  12266. }
  12267. break;
  12268. case UNT_BANDING:
  12269. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12270. 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));
  12271. break;
  12272. case UNT_FIRE_MANTLE:
  12273. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12274. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12275. break;
  12276. case UNT_ZENKAI_WATER:
  12277. case UNT_ZENKAI_LAND:
  12278. case UNT_ZENKAI_FIRE:
  12279. case UNT_ZENKAI_WIND:
  12280. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12281. switch( sg->unit_id ) {
  12282. case UNT_ZENKAI_WATER:
  12283. switch (rnd()%2 + 1) {
  12284. case 1:
  12285. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12286. break;
  12287. case 2:
  12288. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12289. break;
  12290. }
  12291. break;
  12292. case UNT_ZENKAI_LAND:
  12293. switch (rnd()%2 + 1) {
  12294. case 1:
  12295. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12296. break;
  12297. case 2:
  12298. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12299. break;
  12300. }
  12301. break;
  12302. case UNT_ZENKAI_FIRE:
  12303. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12304. break;
  12305. case UNT_ZENKAI_WIND:
  12306. switch (rnd()%3 + 1) {
  12307. case 1:
  12308. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12309. break;
  12310. case 2:
  12311. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12312. break;
  12313. case 3:
  12314. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12315. break;
  12316. }
  12317. break;
  12318. }
  12319. } else
  12320. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  12321. break;
  12322. case UNT_LAVA_SLIDE:
  12323. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12324. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12325. sg->limit = DIFF_TICK(tick, sg->tick);
  12326. break;
  12327. case UNT_POISON_MIST:
  12328. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12329. 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);
  12330. break;
  12331. case UNT_CHAOSPANIC:
  12332. if (tsc && tsc->data[type])
  12333. break;
  12334. 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);
  12335. break;
  12336. case UNT_B_TRAP:
  12337. if (tsc && tsc->data[type])
  12338. break;
  12339. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12340. unit->val2++; // Mark as ever been used
  12341. break;
  12342. case UNT_FIRE_RAIN:
  12343. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12344. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12345. 1,sg->skill_id,sg->skill_lv,6);
  12346. break;
  12347. }
  12348. if (bl->type == BL_MOB && ss != bl)
  12349. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12350. return skill_id;
  12351. }
  12352. /**
  12353. * Triggered when a char steps out of a skill unit
  12354. * @param src Skill unit from char moved out
  12355. * @param bl Char
  12356. * @param tick
  12357. */
  12358. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12359. {
  12360. struct skill_unit_group *sg;
  12361. struct status_change *sc;
  12362. struct status_change_entry *sce;
  12363. enum sc_type type;
  12364. nullpo_ret(src);
  12365. nullpo_ret(bl);
  12366. nullpo_ret(sg=src->group);
  12367. sc = status_get_sc(bl);
  12368. type = status_skill2sc(sg->skill_id);
  12369. sce = (sc && type != -1)?sc->data[type]:NULL;
  12370. 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.
  12371. return 0;
  12372. switch(sg->unit_id){
  12373. case UNT_SAFETYWALL:
  12374. case UNT_PNEUMA:
  12375. case UNT_EPICLESIS://Arch Bishop
  12376. case UNT_NEUTRALBARRIER:
  12377. case UNT_STEALTHFIELD:
  12378. if (sce)
  12379. status_change_end(bl, type, INVALID_TIMER);
  12380. break;
  12381. case UNT_BASILICA:
  12382. if (sce && sce->val4 != bl->id)
  12383. status_change_end(bl, type, INVALID_TIMER);
  12384. break;
  12385. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12386. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12387. status_change_end(bl, type, INVALID_TIMER);
  12388. break;
  12389. case UNT_SPIDERWEB:
  12390. {
  12391. struct block_list *target = map_id2bl(sg->val2);
  12392. if (target && target==bl) {
  12393. if (sce && sce->val3 == sg->group_id)
  12394. status_change_end(bl, type, INVALID_TIMER);
  12395. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  12396. }
  12397. break;
  12398. }
  12399. case UNT_DISSONANCE:
  12400. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12401. {
  12402. short i;
  12403. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12404. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12405. type = status_skill2sc(i);
  12406. sce = (sc && type != -1)?sc->data[type]:NULL;
  12407. if(sce)
  12408. return i;
  12409. }
  12410. }
  12411. }
  12412. case UNT_WHISTLE:
  12413. case UNT_ASSASSINCROSS:
  12414. case UNT_POEMBRAGI:
  12415. case UNT_APPLEIDUN:
  12416. case UNT_HUMMING:
  12417. case UNT_DONTFORGETME:
  12418. case UNT_FORTUNEKISS:
  12419. case UNT_SERVICEFORYOU:
  12420. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12421. return -1;
  12422. }
  12423. return sg->skill_id;
  12424. }
  12425. /**
  12426. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12427. * @param skill_id Skill ID
  12428. * @param bl A char
  12429. * @param tick
  12430. */
  12431. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12432. {
  12433. struct status_change *sc;
  12434. struct status_change_entry *sce;
  12435. enum sc_type type;
  12436. sc = status_get_sc(bl);
  12437. if (sc && !sc->count)
  12438. sc = NULL;
  12439. type = status_skill2sc(skill_id);
  12440. sce = (sc && type != -1)?sc->data[type]:NULL;
  12441. switch (skill_id)
  12442. {
  12443. case WZ_QUAGMIRE:
  12444. if (bl->type==BL_MOB)
  12445. break;
  12446. if (sce)
  12447. status_change_end(bl, type, INVALID_TIMER);
  12448. break;
  12449. case BD_LULLABY:
  12450. case BD_RICHMANKIM:
  12451. case BD_ETERNALCHAOS:
  12452. case BD_DRUMBATTLEFIELD:
  12453. case BD_RINGNIBELUNGEN:
  12454. case BD_ROKISWEIL:
  12455. case BD_INTOABYSS:
  12456. case BD_SIEGFRIED:
  12457. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12458. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12459. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12460. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12461. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12462. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12463. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12464. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12465. }
  12466. case MH_STEINWAND:
  12467. case MG_SAFETYWALL:
  12468. case AL_PNEUMA:
  12469. case SA_VOLCANO:
  12470. case SA_DELUGE:
  12471. case SA_VIOLENTGALE:
  12472. case CG_HERMODE:
  12473. case HW_GRAVITATION:
  12474. case HP_BASILICA:
  12475. case NJ_SUITON:
  12476. case SC_MAELSTROM:
  12477. case EL_WATER_BARRIER:
  12478. case EL_ZEPHYR:
  12479. case EL_POWER_OF_GAIA:
  12480. case SO_FIRE_INSIGNIA:
  12481. case SO_WATER_INSIGNIA:
  12482. case SO_WIND_INSIGNIA:
  12483. case SO_EARTH_INSIGNIA:
  12484. case SC_BLOODYLUST:
  12485. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12486. case GN_FIRE_EXPANSION_TEAR_GAS:
  12487. case SO_ELEMENTAL_SHIELD:
  12488. if (sce)
  12489. status_change_end(bl, type, INVALID_TIMER);
  12490. break;
  12491. case BA_DISSONANCE:
  12492. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12493. {
  12494. short i;
  12495. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12496. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12497. type = status_skill2sc(i);
  12498. sce = (sc && type != -1)?sc->data[type]:NULL;
  12499. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12500. delete_timer(sce->timer, status_change_timer);
  12501. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12502. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12503. }
  12504. }
  12505. }
  12506. }
  12507. break;
  12508. case BA_POEMBRAGI:
  12509. case BA_WHISTLE:
  12510. case BA_ASSASSINCROSS:
  12511. case BA_APPLEIDUN:
  12512. case DC_HUMMING:
  12513. case DC_DONTFORGETME:
  12514. case DC_FORTUNEKISS:
  12515. case DC_SERVICEFORYOU:
  12516. if (sce)
  12517. {
  12518. delete_timer(sce->timer, status_change_timer);
  12519. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12520. //not possible on our current implementation.
  12521. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12522. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12523. }
  12524. break;
  12525. case PF_FOGWALL:
  12526. if (sce)
  12527. {
  12528. status_change_end(bl, type, INVALID_TIMER);
  12529. if ((sce=sc->data[SC_BLIND]))
  12530. {
  12531. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12532. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12533. else {
  12534. delete_timer(sce->timer, status_change_timer);
  12535. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12536. }
  12537. }
  12538. }
  12539. break;
  12540. case GD_LEADERSHIP:
  12541. case GD_GLORYWOUNDS:
  12542. case GD_SOULCOLD:
  12543. case GD_HAWKEYES:
  12544. if( !(sce && sce->val4) )
  12545. status_change_end(bl, type, INVALID_TIMER);
  12546. break;
  12547. }
  12548. return skill_id;
  12549. }
  12550. /*==========================================
  12551. * Invoked when a unit cell has been placed/removed/deleted.
  12552. * flag values:
  12553. * flag&1: Invoke onplace function (otherwise invoke onout)
  12554. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12555. * flag&8: Recursive
  12556. *------------------------------------------*/
  12557. static int skill_unit_effect(struct block_list* bl, va_list ap)
  12558. {
  12559. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12560. struct skill_unit_group* group = unit->group;
  12561. unsigned int tick = va_arg(ap,unsigned int);
  12562. unsigned int flag = va_arg(ap,unsigned int);
  12563. uint16 skill_id;
  12564. bool dissonance = false;
  12565. bool isTarget = false;
  12566. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12567. return 0;
  12568. nullpo_ret(group);
  12569. if( !(flag&8) ) {
  12570. dissonance = skill_dance_switch(unit, 0);
  12571. //Target-type check.
  12572. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12573. }
  12574. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12575. skill_id = group->skill_id;
  12576. if( isTarget ){
  12577. if( flag&1 )
  12578. skill_unit_onplace(unit,bl,tick);
  12579. else {
  12580. if( skill_unit_onout(unit,bl,tick) == -1 )
  12581. return 0; // Don't let a Bard/Dancer update their own song timer
  12582. }
  12583. if( flag&4 )
  12584. skill_unit_onleft(skill_id, bl, tick);
  12585. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12586. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12587. if( dissonance ) {
  12588. skill_dance_switch(unit, 1);
  12589. //we placed a dissonance, let's update
  12590. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12591. }
  12592. return 0;
  12593. }
  12594. /**
  12595. * Check skill unit while receiving damage
  12596. * @param unit Skill unit
  12597. * @param damage Received damage
  12598. * @return Damage
  12599. */
  12600. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  12601. {
  12602. struct skill_unit_group *sg;
  12603. nullpo_ret(unit);
  12604. nullpo_ret(sg = unit->group);
  12605. switch( sg->unit_id ) {
  12606. case UNT_BLASTMINE:
  12607. case UNT_SKIDTRAP:
  12608. case UNT_LANDMINE:
  12609. case UNT_SHOCKWAVE:
  12610. case UNT_SANDMAN:
  12611. case UNT_FLASHER:
  12612. case UNT_CLAYMORETRAP:
  12613. case UNT_FREEZINGTRAP:
  12614. case UNT_TALKIEBOX:
  12615. case UNT_ANKLESNARE:
  12616. case UNT_ICEWALL:
  12617. case UNT_REVERBERATION:
  12618. case UNT_WALLOFTHORN:
  12619. case UNT_NETHERWORLD:
  12620. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  12621. break;
  12622. default:
  12623. damage = 0;
  12624. break;
  12625. }
  12626. return damage;
  12627. }
  12628. /**
  12629. * Check char condition around the skill caster
  12630. * @param bl Char around area
  12631. * @param *c Counter for 'valid' condition found
  12632. * @param *p_sd Stores 'rid' of char found
  12633. * @param skill_id Skill ID
  12634. * @param skill_lv Level of used skill
  12635. */
  12636. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12637. {
  12638. int *c, skill_id;
  12639. struct block_list *src;
  12640. struct map_session_data *sd;
  12641. struct map_session_data *tsd;
  12642. int *p_sd; //Contains the list of characters found.
  12643. nullpo_ret(bl);
  12644. nullpo_ret(tsd=(struct map_session_data*)bl);
  12645. nullpo_ret(src=va_arg(ap,struct block_list *));
  12646. nullpo_ret(sd=(struct map_session_data*)src);
  12647. c=va_arg(ap,int *);
  12648. p_sd = va_arg(ap, int *);
  12649. skill_id = va_arg(ap,int);
  12650. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12651. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12652. if (bl == src)
  12653. return 0;
  12654. if(pc_isdead(tsd))
  12655. return 0;
  12656. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12657. return 0;
  12658. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12659. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12660. p_sd[(*c)++] = tsd->bl.id;
  12661. return 1;
  12662. } else {
  12663. switch(skill_id) {
  12664. case PR_BENEDICTIO: {
  12665. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12666. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12667. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12668. && sd->status.sp >= 10)
  12669. p_sd[(*c)++]=tsd->bl.id;
  12670. return 1;
  12671. }
  12672. case AB_ADORAMUS:
  12673. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12674. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12675. p_sd[(*c)++] = tsd->bl.id;
  12676. return 1;
  12677. case WL_COMET:
  12678. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12679. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12680. p_sd[(*c)++] = tsd->bl.id;
  12681. return 1;
  12682. case LG_RAYOFGENESIS:
  12683. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12684. tsd->sc.data[SC_BANDING] )
  12685. p_sd[(*c)++] = tsd->bl.id;
  12686. return 1;
  12687. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12688. {
  12689. uint16 skill_lv;
  12690. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12691. return 0;
  12692. if (sd->status.sex != tsd->status.sex &&
  12693. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12694. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12695. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12696. sd->status.party_id && tsd->status.party_id &&
  12697. sd->status.party_id == tsd->status.party_id &&
  12698. !tsd->sc.data[SC_DANCING])
  12699. {
  12700. p_sd[(*c)++]=tsd->bl.id;
  12701. return skill_lv;
  12702. } else {
  12703. return 0;
  12704. }
  12705. }
  12706. break;
  12707. }
  12708. }
  12709. return 0;
  12710. }
  12711. /**
  12712. * Checks and stores partners for ensemble skills [Skotlex]
  12713. * Max partners is 2.
  12714. * @param sd Caster
  12715. * @param skill_id
  12716. * @param skill_lv
  12717. * @param range Area range to check
  12718. * @param cast_flag Special handle
  12719. */
  12720. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12721. {
  12722. static int c=0;
  12723. static int p_sd[2] = { 0, 0 };
  12724. int i;
  12725. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12726. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12727. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12728. if (cast_flag) { //Execute the skill on the partners.
  12729. struct map_session_data* tsd;
  12730. switch (skill_id) {
  12731. case PR_BENEDICTIO:
  12732. for (i = 0; i < c; i++) {
  12733. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12734. status_charge(&tsd->bl, 0, 10);
  12735. }
  12736. return c;
  12737. case AB_ADORAMUS:
  12738. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12739. i = 2 * (*skill_lv);
  12740. status_charge(&tsd->bl, 0, i);
  12741. }
  12742. break;
  12743. case WM_GREAT_ECHO:
  12744. for( i = 0; i < c; i++ ) {
  12745. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  12746. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  12747. }
  12748. break;
  12749. default: //Warning: Assuming Ensemble skills here (for speed)
  12750. if( is_chorus )
  12751. break;//Chorus skills are not to be parsed as ensambles
  12752. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12753. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12754. 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);
  12755. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12756. tsd->skill_id_dance = skill_id;
  12757. tsd->skill_lv_dance = *skill_lv;
  12758. }
  12759. return c;
  12760. }
  12761. }
  12762. //Else: new search for partners.
  12763. c = 0;
  12764. memset (p_sd, 0, sizeof(p_sd));
  12765. if( is_chorus )
  12766. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12767. else
  12768. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12769. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12770. *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.
  12771. return c;
  12772. }
  12773. /**
  12774. * Sub function to count how many spawned mob is around.
  12775. * Some skills check with matched AI.
  12776. * @param rid Source ID
  12777. * @param mob_class Monster ID
  12778. * @param skill_id Used skill
  12779. * @param *c Counter for found monster
  12780. */
  12781. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  12782. {
  12783. int *c,src_id,mob_class,skill;
  12784. uint16 ai;
  12785. struct mob_data *md;
  12786. md=(struct mob_data*)bl;
  12787. src_id=va_arg(ap,int);
  12788. mob_class=va_arg(ap,int);
  12789. skill=va_arg(ap,int);
  12790. c=va_arg(ap,int *);
  12791. 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);
  12792. if( md->master_id != src_id || md->special_state.ai != ai)
  12793. return 0; //Non alchemist summoned mobs have nothing to do here.
  12794. if(md->mob_id==mob_class)
  12795. (*c)++;
  12796. return 1;
  12797. }
  12798. /**
  12799. * Determines if a given skill should be made to consume ammo
  12800. * when used by the player. [Skotlex]
  12801. * @param sd Player
  12802. * @param skill_id Skill ID
  12803. * @return True if skill is need ammo; False otherwise.
  12804. */
  12805. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  12806. {
  12807. return (
  12808. battle_config.arrow_decrement == 2 &&
  12809. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12810. skill_id != HT_PHANTASMIC &&
  12811. skill_get_type(skill_id) == BF_WEAPON &&
  12812. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  12813. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  12814. );
  12815. }
  12816. /**
  12817. * Check SC required to cast a skill
  12818. * @param sc
  12819. * @param skill_id
  12820. * @return True if condition is met, False otherwise
  12821. **/
  12822. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  12823. uint8 c = 0;
  12824. struct status_change *sc = NULL;
  12825. if (!require->status_count)
  12826. return true;
  12827. nullpo_ret(sd);
  12828. if (!require || !skill_get_index(skill_id))
  12829. return false;
  12830. if (!(sc = &sd->sc)) {
  12831. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12832. return false;
  12833. }
  12834. /* May has multiple requirements */
  12835. for (c = 0; c < require->status_count; c++) {
  12836. enum sc_type req_sc = require->status[c];
  12837. if (req_sc == SC_NONE)
  12838. continue;
  12839. switch (req_sc) {
  12840. /* Official fail msg */
  12841. case SC_PUSH_CART:
  12842. if (!sc->data[SC_PUSH_CART]) {
  12843. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  12844. return false;
  12845. }
  12846. break;
  12847. case SC_POISONINGWEAPON:
  12848. if (!sc->data[SC_POISONINGWEAPON]) {
  12849. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12850. return false;
  12851. }
  12852. break;
  12853. default:
  12854. if (!sc->data[req_sc]) {
  12855. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12856. return false;
  12857. }
  12858. break;
  12859. }
  12860. }
  12861. return true;
  12862. }
  12863. /**
  12864. * Check skill condition when cast begin
  12865. * For ammo, only check if the skill need ammo
  12866. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  12867. * @param sd Player who uses skill
  12868. * @param skill_id ID of used skill
  12869. * @param skill_lv Level of used skill
  12870. * @return true: All condition passed, false: Failed
  12871. */
  12872. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12873. {
  12874. struct status_data *status;
  12875. struct status_change *sc;
  12876. struct skill_condition require;
  12877. int i;
  12878. uint32 inf2, inf3;
  12879. nullpo_retr(false,sd);
  12880. if (sd->chatID) return false;
  12881. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12882. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12883. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12884. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12885. return true;
  12886. }
  12887. switch( sd->menuskill_id ) {
  12888. case AM_PHARMACY:
  12889. switch( skill_id ) {
  12890. case AM_PHARMACY:
  12891. case AC_MAKINGARROW:
  12892. case BS_REPAIRWEAPON:
  12893. case AM_TWILIGHT1:
  12894. case AM_TWILIGHT2:
  12895. case AM_TWILIGHT3:
  12896. return false;
  12897. }
  12898. break;
  12899. case GN_MIX_COOKING:
  12900. case GN_MAKEBOMB:
  12901. case GN_S_PHARMACY:
  12902. case GN_CHANGEMATERIAL:
  12903. if( sd->menuskill_id != skill_id )
  12904. return false;
  12905. break;
  12906. }
  12907. status = &sd->battle_status;
  12908. sc = &sd->sc;
  12909. if( !sc->count )
  12910. sc = NULL;
  12911. if( sd->skillitem == skill_id )
  12912. {
  12913. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12914. sd->state.abra_flag = 0;
  12915. else
  12916. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12917. if( (i = sd->itemindex) == -1 ||
  12918. sd->status.inventory[i].nameid != sd->itemid ||
  12919. sd->inventory_data[i] == NULL ||
  12920. !sd->inventory_data[i]->flag.delay_consume ||
  12921. sd->status.inventory[i].amount < 1
  12922. )
  12923. { //Something went wrong, item exploit?
  12924. sd->itemid = sd->itemindex = -1;
  12925. return false;
  12926. }
  12927. //Consume
  12928. sd->itemid = sd->itemindex = -1;
  12929. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12930. ; //Do not consume item.
  12931. else if( sd->status.inventory[i].expire_time == 0 )
  12932. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12933. }
  12934. return true;
  12935. }
  12936. if( pc_is90overweight(sd) ) {
  12937. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12938. return false;
  12939. }
  12940. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12941. return false;
  12942. //Checks if disabling skill - in which case no SP requirements are necessary
  12943. if( sc && skill_disable_check(sc,skill_id))
  12944. return true;
  12945. inf3 = skill_get_inf3(skill_id);
  12946. // Check the skills that can be used while mounted on a warg
  12947. if( pc_isridingwug(sd) ) {
  12948. if(!(inf3&INF3_USABLE_WARG))
  12949. return false; // in official there is no message.
  12950. }
  12951. if( pc_ismadogear(sd) ) {
  12952. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  12953. //Only Mechanic exlcusive skill can be used.
  12954. if(inf3&INF3_DIS_MADO){
  12955. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12956. return false;
  12957. }
  12958. }
  12959. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  12960. // return false;
  12961. require = skill_get_requirement(sd,skill_id,skill_lv);
  12962. //Can only update state when weapon/arrow info is checked.
  12963. sd->state.arrow_atk = require.ammo?1:0;
  12964. // perform skill-group checks
  12965. inf2 = skill_get_inf2(skill_id);
  12966. if(inf2&INF2_CHORUS_SKILL) {
  12967. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  12968. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12969. return false;
  12970. }
  12971. }
  12972. else if(inf2&INF2_ENSEMBLE_SKILL) {
  12973. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  12974. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12975. return false;
  12976. }
  12977. }
  12978. // perform skill-specific checks (and actions)
  12979. switch( skill_id ) {
  12980. case SO_SPELLFIST:
  12981. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  12982. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12983. return false;
  12984. }
  12985. case SA_CASTCANCEL:
  12986. if(sd->ud.skilltimer == INVALID_TIMER) {
  12987. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12988. return false;
  12989. }
  12990. break;
  12991. case AS_CLOAKING:
  12992. {
  12993. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  12994. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  12995. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  12996. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  12997. int di;
  12998. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  12999. if( di == 8 ) {
  13000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13001. return false;
  13002. }
  13003. }
  13004. break;
  13005. }
  13006. case AL_WARP:
  13007. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13008. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13009. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13010. return false;
  13011. }
  13012. break;
  13013. case MO_CALLSPIRITS:
  13014. if(sc && sc->data[SC_RAISINGDRAGON])
  13015. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13016. if(sd->spiritball >= skill_lv) {
  13017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13018. return false;
  13019. }
  13020. break;
  13021. case MO_FINGEROFFENSIVE:
  13022. case GS_FLING:
  13023. case SR_RAMPAGEBLASTER:
  13024. case SR_RIDEINLIGHTNING:
  13025. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13026. sd->spiritball_old = require.spiritball = sd->spiritball;
  13027. else
  13028. sd->spiritball_old = require.spiritball;
  13029. break;
  13030. case MO_CHAINCOMBO:
  13031. if(!sc)
  13032. return false;
  13033. if(sc->data[SC_BLADESTOP])
  13034. break;
  13035. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13036. break;
  13037. return false;
  13038. case MO_COMBOFINISH:
  13039. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13040. return false;
  13041. break;
  13042. case CH_TIGERFIST:
  13043. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13044. return false;
  13045. break;
  13046. case CH_CHAINCRUSH:
  13047. if(!(sc && sc->data[SC_COMBO]))
  13048. return false;
  13049. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13050. return false;
  13051. break;
  13052. case MO_EXTREMITYFIST:
  13053. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13054. // return false;
  13055. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13056. break;
  13057. if( sc && sc->data[SC_COMBO] ) {
  13058. switch(sc->data[SC_COMBO]->val1) {
  13059. case MO_COMBOFINISH:
  13060. case CH_TIGERFIST:
  13061. case CH_CHAINCRUSH:
  13062. break;
  13063. default:
  13064. return false;
  13065. }
  13066. }
  13067. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13068. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13069. return false;
  13070. }
  13071. break;
  13072. case TK_MISSION:
  13073. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13074. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13075. return false;
  13076. }
  13077. break;
  13078. case TK_READYCOUNTER:
  13079. case TK_READYDOWN:
  13080. case TK_READYSTORM:
  13081. case TK_READYTURN:
  13082. case TK_JUMPKICK:
  13083. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13084. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13085. return false;
  13086. }
  13087. break;
  13088. case TK_TURNKICK:
  13089. case TK_STORMKICK:
  13090. case TK_DOWNKICK:
  13091. case TK_COUNTER:
  13092. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13093. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13094. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13095. return false; //Combo needs to be ready
  13096. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13097. //Do not repeat a kick.
  13098. if (sc->data[SC_COMBO]->val3 != skill_id)
  13099. break;
  13100. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13101. return false;
  13102. }
  13103. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13104. unit_cancel_combo(&sd->bl);
  13105. return false;
  13106. }
  13107. break; //Combo ready.
  13108. case BD_ADAPTATION:
  13109. {
  13110. int time;
  13111. if(!(sc && sc->data[SC_DANCING])) {
  13112. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13113. return false;
  13114. }
  13115. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13116. if (skill_get_time(
  13117. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13118. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13119. - time < skill_get_time2(skill_id,skill_lv))
  13120. {
  13121. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13122. return false;
  13123. }
  13124. }
  13125. break;
  13126. case PR_BENEDICTIO:
  13127. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13128. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13129. return false;
  13130. }
  13131. break;
  13132. case SL_SMA:
  13133. if(!(sc && sc->data[SC_SMA]))
  13134. return false;
  13135. break;
  13136. case HT_POWER:
  13137. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13138. return false;
  13139. break;
  13140. case CG_HERMODE:
  13141. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13142. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13143. return false;
  13144. }
  13145. break;
  13146. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13147. {
  13148. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13149. int size = range*2+1;
  13150. for (s=0;s<size*size;s++) {
  13151. int x = sd->bl.x+(s%size-range);
  13152. int y = sd->bl.y+(s/size-range);
  13153. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13154. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13155. return false;
  13156. }
  13157. }
  13158. }
  13159. break;
  13160. case PR_REDEMPTIO:
  13161. {
  13162. int exp;
  13163. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  13164. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  13165. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13166. return false;
  13167. }
  13168. break;
  13169. }
  13170. case HP_BASILICA:
  13171. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13172. if( sd ) {
  13173. // When castbegin, needs 7x7 clear area
  13174. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13175. int size = range*2+1;
  13176. for( s=0;s<size*size;s++ ) {
  13177. int x = sd->bl.x+(s%size-range);
  13178. int y = sd->bl.y+(s/size-range);
  13179. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13180. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13181. return false;
  13182. }
  13183. }
  13184. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13185. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13186. return false;
  13187. }
  13188. }
  13189. }
  13190. break;
  13191. case AM_TWILIGHT2:
  13192. case AM_TWILIGHT3:
  13193. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13194. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13195. return false;
  13196. }
  13197. break;
  13198. case SG_SUN_WARM:
  13199. case SG_MOON_WARM:
  13200. case SG_STAR_WARM:
  13201. if (sc && sc->data[SC_MIRACLE])
  13202. break;
  13203. i = skill_id-SG_SUN_WARM;
  13204. if (sd->bl.m == sd->feel_map[i].m)
  13205. break;
  13206. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13207. return false;
  13208. break;
  13209. case SG_SUN_COMFORT:
  13210. case SG_MOON_COMFORT:
  13211. case SG_STAR_COMFORT:
  13212. if (sc && sc->data[SC_MIRACLE])
  13213. break;
  13214. i = skill_id-SG_SUN_COMFORT;
  13215. if (sd->bl.m == sd->feel_map[i].m &&
  13216. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13217. break;
  13218. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13219. return false;
  13220. case SG_FUSION:
  13221. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13222. break;
  13223. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13224. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13225. if( require.sp > 0 ) {
  13226. if (status->sp < (unsigned int)require.sp)
  13227. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13228. else
  13229. status_zap(&sd->bl, 0, require.sp);
  13230. }
  13231. return false;
  13232. case GD_BATTLEORDER:
  13233. case GD_REGENERATION:
  13234. case GD_RESTORE:
  13235. if (!map_flag_gvg2(sd->bl.m)) {
  13236. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13237. return false;
  13238. }
  13239. case GD_EMERGENCYCALL:
  13240. case GD_ITEMEMERGENCYCALL:
  13241. // other checks were already done in skill_isNotOk()
  13242. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13243. return false;
  13244. break;
  13245. case GS_GLITTERING:
  13246. if(sd->spiritball >= 10) {
  13247. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13248. return false;
  13249. }
  13250. break;
  13251. case NJ_ISSEN:
  13252. #ifdef RENEWAL
  13253. if (status->hp < (status->hp/100)) {
  13254. #else
  13255. if (status->hp < 2) {
  13256. #endif
  13257. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13258. return false;
  13259. }
  13260. case NJ_BUNSINJYUTSU:
  13261. if (!(sc && sc->data[SC_NEN])) {
  13262. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13263. return false;
  13264. }
  13265. break;
  13266. case NJ_ZENYNAGE:
  13267. case KO_MUCHANAGE:
  13268. if(sd->status.zeny < require.zeny) {
  13269. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13270. return false;
  13271. }
  13272. break;
  13273. case PF_HPCONVERSION:
  13274. if (status->sp == status->max_sp)
  13275. return false; //Unusable when at full SP.
  13276. break;
  13277. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13278. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13279. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13280. return false;
  13281. }
  13282. break;
  13283. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13284. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13285. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13286. return false;
  13287. }
  13288. break;
  13289. case AB_ANCILLA: {
  13290. int count = 0;
  13291. for( i = 0; i < MAX_INVENTORY; i++ )
  13292. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13293. count += sd->status.inventory[i].amount;
  13294. if( count >= 3 ) {
  13295. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13296. return false;
  13297. }
  13298. }
  13299. break;
  13300. /**
  13301. * Keeping as a note:
  13302. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13303. */
  13304. //case AB_LAUDAAGNUS:
  13305. //case AB_LAUDARAMUS:
  13306. // if( !sd->status.party_id ) {
  13307. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13308. // return false;
  13309. // }
  13310. // break;
  13311. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13312. case WL_COMET:
  13313. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13314. && sd->special_state.no_gemstone == 0
  13315. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13316. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13317. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13318. return false;
  13319. }
  13320. break;
  13321. case WL_SUMMONFB:
  13322. case WL_SUMMONBL:
  13323. case WL_SUMMONWB:
  13324. case WL_SUMMONSTONE:
  13325. if( sc ) {
  13326. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13327. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13328. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13329. return false;
  13330. }
  13331. }
  13332. break;
  13333. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13334. if( sc ) {
  13335. int j = 0;
  13336. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13337. if( sc->data[i] ) {
  13338. j++;
  13339. }
  13340. if( j < 4 ) { // Need 4 spheres minimum
  13341. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13342. return false;
  13343. }
  13344. }
  13345. else { // no status at all? no spheres present
  13346. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13347. return false;
  13348. }
  13349. break;
  13350. case GC_HALLUCINATIONWALK:
  13351. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13352. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13353. return false;
  13354. }
  13355. break;
  13356. case GC_COUNTERSLASH:
  13357. case GC_WEAPONCRUSH:
  13358. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13359. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13360. return false;
  13361. }
  13362. break;
  13363. case RA_WUGMASTERY:
  13364. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13365. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13366. return false;
  13367. }
  13368. break;
  13369. case RA_WUGSTRIKE:
  13370. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13371. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13372. return false;
  13373. }
  13374. break;
  13375. case RA_WUGRIDER:
  13376. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13377. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13378. return false;
  13379. }
  13380. break;
  13381. case RA_WUGDASH:
  13382. if(!pc_isridingwug(sd)) {
  13383. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13384. return false;
  13385. }
  13386. break;
  13387. case LG_BANDING:
  13388. if( sc && sc->data[SC_INSPIRATION] ) {
  13389. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13390. return false;
  13391. }
  13392. break;
  13393. case LG_PRESTIGE:
  13394. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13395. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13396. return false;
  13397. }
  13398. break;
  13399. case LG_RAGEBURST:
  13400. if( sd->spiritball == 0 ) {
  13401. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13402. return false;
  13403. }
  13404. sd->spiritball_old = require.spiritball = sd->spiritball;
  13405. break;
  13406. case LG_SHIELDSPELL: {
  13407. short index = sd->equip_index[EQI_HAND_L];
  13408. struct item_data *shield_data = NULL;
  13409. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13410. shield_data = sd->inventory_data[index];
  13411. 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.
  13412. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13413. break;
  13414. }
  13415. }
  13416. break;
  13417. case LG_RAYOFGENESIS:
  13418. if( sc && sc->data[SC_INSPIRATION] )
  13419. return true; // Don't check for partner.
  13420. if( !(sc && sc->data[SC_BANDING]) ) {
  13421. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13422. return false;
  13423. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  13424. return false; // Just fails, no msg here.
  13425. break;
  13426. case LG_HESPERUSLIT:
  13427. if( sc && sc->data[SC_INSPIRATION] )
  13428. return true;
  13429. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3 ) {
  13430. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13431. return false;
  13432. }
  13433. break;
  13434. case SR_FALLENEMPIRE:
  13435. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13436. return false;
  13437. break;
  13438. case SR_CRESCENTELBOW:
  13439. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13440. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13441. return false;
  13442. }
  13443. break;
  13444. case SR_CURSEDCIRCLE:
  13445. if (map_flag_gvg(sd->bl.m)) {
  13446. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13447. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  13448. char output[128];
  13449. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13450. clif_colormes(sd,color_table[COLOR_RED], output);
  13451. return false;
  13452. }
  13453. }
  13454. if( sd->spiritball > 0 )
  13455. sd->spiritball_old = require.spiritball = sd->spiritball;
  13456. else {
  13457. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13458. return false;
  13459. }
  13460. break;
  13461. case SR_GATEOFHELL:
  13462. if( sd->spiritball > 0 )
  13463. sd->spiritball_old = require.spiritball;
  13464. break;
  13465. case SC_MANHOLE:
  13466. case SC_DIMENSIONDOOR:
  13467. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13468. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13469. return false;
  13470. }
  13471. break;
  13472. case SC_FEINTBOMB:
  13473. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  13474. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13475. return false;
  13476. }
  13477. break;
  13478. case WM_GREAT_ECHO: {
  13479. int count;
  13480. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  13481. if( count < 1 ) {
  13482. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13483. return false;
  13484. } else
  13485. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13486. }
  13487. break;
  13488. case SO_FIREWALK:
  13489. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13490. if( sc && sc->data[SC_PROPERTYWALK] &&
  13491. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13492. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13493. return false;
  13494. }
  13495. break;
  13496. case SO_EL_CONTROL:
  13497. if( !sd->status.ele_id || !sd->ed ) {
  13498. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13499. return false;
  13500. }
  13501. break;
  13502. case RETURN_TO_ELDICASTES:
  13503. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13504. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13505. return false;
  13506. }
  13507. break;
  13508. case LG_REFLECTDAMAGE:
  13509. case CR_REFLECTSHIELD:
  13510. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  13511. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13512. return false;
  13513. }
  13514. break;
  13515. case KO_KAHU_ENTEN:
  13516. case KO_HYOUHU_HUBUKI:
  13517. case KO_KAZEHU_SEIRAN:
  13518. case KO_DOHU_KOUKAI:
  13519. {
  13520. int ttype = skill_get_ele(skill_id, skill_lv);
  13521. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  13522. if( sd->talisman[ttype] >= 10 ) {
  13523. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  13524. return false;
  13525. }
  13526. }
  13527. break;
  13528. case KO_KAIHOU:
  13529. case KO_ZENKAI:
  13530. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  13531. if( i > 4 ) {
  13532. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  13533. return false;
  13534. }
  13535. break;
  13536. case KO_JYUMONJIKIRI:
  13537. if (sd->status.shield && !sd->weapontype2 && (sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD))
  13538. return true; // Wearing Shield + Dagger/Sword, other non-shield weapon checks are later
  13539. break;
  13540. }
  13541. /* check state required */
  13542. switch (require.state) {
  13543. case ST_HIDDEN:
  13544. if(!pc_ishiding(sd)) {
  13545. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13546. return false;
  13547. }
  13548. break;
  13549. case ST_RIDING:
  13550. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13551. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13552. return false;
  13553. }
  13554. break;
  13555. case ST_FALCON:
  13556. if(!pc_isfalcon(sd)) {
  13557. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13558. return false;
  13559. }
  13560. break;
  13561. case ST_CART:
  13562. if(!pc_iscarton(sd)) {
  13563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13564. return false;
  13565. }
  13566. break;
  13567. case ST_SHIELD:
  13568. if(sd->status.shield <= 0) {
  13569. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13570. return false;
  13571. }
  13572. break;
  13573. case ST_RECOV_WEIGHT_RATE:
  13574. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13576. return false;
  13577. }
  13578. break;
  13579. case ST_MOVE_ENABLE:
  13580. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13581. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13582. if (!unit_can_move(&sd->bl)) {
  13583. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13584. return false;
  13585. }
  13586. break;
  13587. case ST_WATER:
  13588. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13589. break;
  13590. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13591. break;
  13592. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13593. return false;
  13594. case ST_RIDINGDRAGON:
  13595. if( !pc_isridingdragon(sd) ) {
  13596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13597. return false;
  13598. }
  13599. break;
  13600. case ST_WUG:
  13601. if( !pc_iswug(sd) ) {
  13602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13603. return false;
  13604. }
  13605. break;
  13606. case ST_RIDINGWUG:
  13607. if( !pc_isridingwug(sd) ) {
  13608. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13609. return false;
  13610. }
  13611. break;
  13612. case ST_MADO:
  13613. if( !pc_ismadogear(sd) ) {
  13614. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  13615. return false;
  13616. }
  13617. break;
  13618. case ST_ELEMENTALSPIRIT:
  13619. if(!sd->ed) {
  13620. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13621. return false;
  13622. }
  13623. break;
  13624. case ST_PECO:
  13625. if(!pc_isriding(sd)) {
  13626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13627. return false;
  13628. }
  13629. break;
  13630. }
  13631. /* check the status required */
  13632. if (require.status_count) {
  13633. switch (skill_id) {
  13634. // Being checked later in skill_check_condition_castend()
  13635. case WZ_SIGHTRASHER:
  13636. break;
  13637. default:
  13638. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13639. return false;
  13640. break;
  13641. }
  13642. }
  13643. //check if equipped item
  13644. if (require.eqItem_count) {
  13645. for (i = 0; i < require.eqItem_count; i++) {
  13646. uint16 reqeqit = require.eqItem[i];
  13647. if (!reqeqit)
  13648. break; //no more required item get out of here
  13649. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  13650. char output[CHAT_SIZE_MAX];
  13651. //Official use msgstringtable.txt for each skill failure
  13652. sprintf(output,msg_txt(sd,722),itemdb_jname(reqeqit));
  13653. clif_colormes(sd,color_table[COLOR_RED],output);
  13654. return false;
  13655. }
  13656. }
  13657. }
  13658. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  13659. //mhp is the max-hp-requirement, that is,
  13660. //you must have this % or less of HP to cast it.
  13661. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13662. return false;
  13663. }
  13664. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13666. return false;
  13667. }
  13668. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  13669. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13670. return false;
  13671. }
  13672. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  13673. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13674. return false;
  13675. }
  13676. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  13677. (require.spiritball == -1 && sd->spiritball < 1) ) {
  13678. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  13679. return false;
  13680. }
  13681. return true;
  13682. }
  13683. /**
  13684. * Check skill condition when cast end.
  13685. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  13686. * @param sd Player who uses skill
  13687. * @param skill_id ID of used skill
  13688. * @param skill_lv Level of used skill
  13689. * @return true: All condition passed, false: Failed
  13690. */
  13691. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13692. {
  13693. struct skill_condition require;
  13694. struct status_data *status;
  13695. int i;
  13696. short index[MAX_SKILL_ITEM_REQUIRE];
  13697. nullpo_retr(false,sd);
  13698. if( sd->chatID )
  13699. return false;
  13700. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  13701. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13702. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13703. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13704. return true;
  13705. }
  13706. switch( sd->menuskill_id ) { // Cast start or cast end??
  13707. case AM_PHARMACY:
  13708. switch( skill_id ) {
  13709. case AM_PHARMACY:
  13710. case AC_MAKINGARROW:
  13711. case BS_REPAIRWEAPON:
  13712. case AM_TWILIGHT1:
  13713. case AM_TWILIGHT2:
  13714. case AM_TWILIGHT3:
  13715. return false;
  13716. }
  13717. break;
  13718. case GN_MIX_COOKING:
  13719. case GN_MAKEBOMB:
  13720. case GN_S_PHARMACY:
  13721. case GN_CHANGEMATERIAL:
  13722. if( sd->menuskill_id != skill_id )
  13723. return false;
  13724. break;
  13725. }
  13726. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13727. return true;
  13728. if( pc_is90overweight(sd) ) {
  13729. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13730. return false;
  13731. }
  13732. // perform skill-specific checks (and actions)
  13733. switch( skill_id ) {
  13734. case PR_BENEDICTIO:
  13735. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13736. break;
  13737. case AM_CANNIBALIZE:
  13738. case AM_SPHEREMINE: {
  13739. int c=0;
  13740. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13741. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13742. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13743. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13744. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13745. if(c >= maxcount ||
  13746. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13747. { //Fails when: exceed max limit. There are other plant types already out.
  13748. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13749. return false;
  13750. }
  13751. }
  13752. break;
  13753. }
  13754. case NC_SILVERSNIPER:
  13755. case NC_MAGICDECOY: {
  13756. int c = 0;
  13757. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13758. int mob_class = MOBID_SILVERSNIPER;
  13759. if( skill_id == NC_MAGICDECOY )
  13760. mob_class = MOBID_MAGICDECOY_FIRE;
  13761. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13762. if( skill_id == NC_MAGICDECOY ) {
  13763. int j;
  13764. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13765. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13766. } else
  13767. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13768. if( c >= maxcount ) {
  13769. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13770. return false;
  13771. }
  13772. }
  13773. }
  13774. break;
  13775. case KO_ZANZOU: {
  13776. int c = 0;
  13777. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  13778. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  13779. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13780. return false;
  13781. }
  13782. }
  13783. break;
  13784. }
  13785. status = &sd->battle_status;
  13786. require = skill_get_requirement(sd,skill_id,skill_lv);
  13787. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13788. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13789. return false;
  13790. }
  13791. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13792. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13793. return false;
  13794. }
  13795. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  13796. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13797. clif_arrow_fail(sd,0);
  13798. return false;
  13799. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13800. char e_msg[100];
  13801. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  13802. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  13803. return false;
  13804. }
  13805. else if (require.ammo&(1<<AMMO_KUNAI)) {
  13806. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  13807. return false;
  13808. }
  13809. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13810. skill_get_desc(skill_id),
  13811. require.ammo_qty,
  13812. itemdb_jname(sd->status.inventory[i].nameid));
  13813. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13814. return false;
  13815. }
  13816. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13817. //which is the closest we have to wrong ammo type. [Skotlex]
  13818. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13819. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13820. return false;
  13821. }
  13822. }
  13823. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13824. if( !require.itemid[i] )
  13825. continue;
  13826. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13827. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13828. if( require.itemid[i] == ITEMID_HOLY_WATER )
  13829. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  13830. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13831. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  13832. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13833. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  13834. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  13835. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  13836. else if( require.itemid[i] == ITEMID_ANCILLA )
  13837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  13838. else {
  13839. char output[CHAT_SIZE_MAX];
  13840. //Official is using msgstringtable.txt for each requirement failure
  13841. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13842. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  13843. clif_colormes(sd,color_table[COLOR_RED],output);
  13844. }
  13845. return false;
  13846. }
  13847. }
  13848. /* check the status required */
  13849. if (require.status_count) {
  13850. switch (skill_id) {
  13851. case WZ_SIGHTRASHER:
  13852. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13853. return false;
  13854. break;
  13855. default:
  13856. break;
  13857. }
  13858. }
  13859. return true;
  13860. }
  13861. /** Consume skill requirement
  13862. * @param sd Player who uses the skill
  13863. * @param skill_id ID of used skill
  13864. * @param skill_lv Level of used skill
  13865. * @param type Consume type
  13866. * type&1: consume the others (before skill was used);
  13867. * type&2: consume items (after skill was used)
  13868. */
  13869. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13870. {
  13871. struct skill_condition require;
  13872. nullpo_retv(sd);
  13873. require = skill_get_requirement(sd,skill_id,skill_lv);
  13874. if( type&1 ) {
  13875. switch( skill_id ) {
  13876. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13877. case MC_IDENTIFY:
  13878. require.sp = 0;
  13879. break;
  13880. case GS_DESPERADO:
  13881. if (sd->skill_id_old == RL_FALLEN_ANGEL) //Don't consume SP if triggered by Fallen Angel
  13882. require.sp = 0;
  13883. break;
  13884. case MO_KITRANSLATION:
  13885. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  13886. require.spiritball = 0;
  13887. //Fall through
  13888. default:
  13889. if(sd->state.autocast)
  13890. require.sp = 0;
  13891. break;
  13892. }
  13893. if(require.hp || require.sp)
  13894. status_zap(&sd->bl, require.hp, require.sp);
  13895. if(require.spiritball > 0)
  13896. pc_delspiritball(sd,require.spiritball,0);
  13897. else if(require.spiritball == -1) {
  13898. sd->spiritball_old = sd->spiritball;
  13899. pc_delspiritball(sd,sd->spiritball,0);
  13900. }
  13901. if(require.zeny > 0)
  13902. {
  13903. if( skill_id == NJ_ZENYNAGE )
  13904. require.zeny = 0; //Zeny is reduced on skill_attack.
  13905. if( sd->status.zeny < require.zeny )
  13906. require.zeny = sd->status.zeny;
  13907. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  13908. }
  13909. }
  13910. if( type&2 ) {
  13911. struct status_change *sc = &sd->sc;
  13912. int n,i;
  13913. if( !sc->count )
  13914. sc = NULL;
  13915. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13916. {
  13917. if( !require.itemid[i] )
  13918. continue;
  13919. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13920. continue; //Gemstones are checked, but not substracted from inventory.
  13921. switch( skill_id ){
  13922. case SA_SEISMICWEAPON:
  13923. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13924. continue;
  13925. break;
  13926. case SA_FLAMELAUNCHER:
  13927. case SA_VOLCANO:
  13928. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13929. continue;
  13930. break;
  13931. case SA_FROSTWEAPON:
  13932. case SA_DELUGE:
  13933. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13934. continue;
  13935. break;
  13936. case SA_LIGHTNINGLOADER:
  13937. case SA_VIOLENTGALE:
  13938. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13939. continue;
  13940. break;
  13941. }
  13942. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  13943. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  13944. }
  13945. }
  13946. }
  13947. /**
  13948. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  13949. * @param sd Player's that will be checked
  13950. * @param skill_id Skill that's being used
  13951. * @param skill_lv Skill level of used skill
  13952. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  13953. */
  13954. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13955. {
  13956. struct skill_condition req;
  13957. struct status_data *status;
  13958. struct status_change *sc;
  13959. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  13960. uint16 idx;
  13961. bool level_dependent = false;
  13962. memset(&req,0,sizeof(req));
  13963. if( !sd )
  13964. return req;
  13965. if( sd->skillitem == skill_id )
  13966. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  13967. sc = &sd->sc;
  13968. if( !sc->count )
  13969. sc = NULL;
  13970. //Checks if disabling skill - in which case no SP requirements are necessary
  13971. if( sc && skill_disable_check(sc,skill_id) )
  13972. return req;
  13973. idx = skill_get_index(skill_id);
  13974. if( idx == 0 ) // invalid skill id
  13975. return req;
  13976. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  13977. status = &sd->battle_status;
  13978. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  13979. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  13980. if(hp_rate > 0)
  13981. req.hp += (status->hp * hp_rate)/100;
  13982. else
  13983. req.hp += (status->max_hp * (-hp_rate))/100;
  13984. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  13985. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  13986. req.sp /= 2;
  13987. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  13988. if(sp_rate > 0)
  13989. req.sp += (status->sp * sp_rate)/100;
  13990. else
  13991. req.sp += (status->max_sp * (-sp_rate))/100;
  13992. if( sd->dsprate != 100 )
  13993. req.sp = req.sp * sd->dsprate / 100;
  13994. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  13995. if( i < ARRAYLENGTH(sd->skillusesprate) )
  13996. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  13997. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  13998. if( i < ARRAYLENGTH(sd->skillusesp) )
  13999. req.sp -= sd->skillusesp[i].val;
  14000. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14001. if( sc ) {
  14002. if( sc->data[SC__LAZINESS] )
  14003. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14004. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14005. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14006. if( sc->data[SC_RECOGNIZEDSPELL] )
  14007. req.sp += req.sp / 4;
  14008. if( sc->data[SC_OFFERTORIUM])
  14009. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14010. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14011. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14012. }
  14013. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14014. if( sc && sc->data[SC__UNLUCKY] ) {
  14015. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14016. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14017. else
  14018. req.zeny += 1000;
  14019. }
  14020. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14021. req.state = skill_db[idx]->require.state;
  14022. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14023. req.weapon = skill_db[idx]->require.weapon;
  14024. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14025. if (req.ammo_qty)
  14026. req.ammo = skill_db[idx]->require.ammo;
  14027. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14028. { //Assume this skill is using the weapon, therefore it requires arrows.
  14029. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14030. req.ammo_qty = 1;
  14031. }
  14032. req.status_count = skill_db[idx]->require.status_count;
  14033. req.status = skill_db[idx]->require.status;
  14034. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14035. req.eqItem = skill_db[idx]->require.eqItem;
  14036. switch( skill_id ) {
  14037. /* Skill level-dependent checks */
  14038. case NC_SHAPESHIFT:
  14039. case NC_REPAIR:
  14040. //NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14041. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14042. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14043. case GN_FIRE_EXPANSION:
  14044. case SO_SUMMON_AGNI:
  14045. case SO_SUMMON_AQUA:
  14046. case SO_SUMMON_VENTUS:
  14047. case SO_SUMMON_TERA:
  14048. case SO_WATER_INSIGNIA:
  14049. case SO_FIRE_INSIGNIA:
  14050. case SO_WIND_INSIGNIA:
  14051. case SO_EARTH_INSIGNIA:
  14052. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14053. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14054. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14055. level_dependent = true;
  14056. /* Normal skill requirements and gemstone checks */
  14057. default:
  14058. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14059. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14060. if (!level_dependent) {
  14061. switch( skill_id ) {
  14062. case AM_POTIONPITCHER:
  14063. case CR_SLIMPITCHER:
  14064. case CR_CULTIVATION:
  14065. if (i != skill_lv%11 - 1)
  14066. continue;
  14067. break;
  14068. case AM_CALLHOMUN:
  14069. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14070. continue;
  14071. break;
  14072. case AB_ADORAMUS:
  14073. 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)) )
  14074. continue;
  14075. break;
  14076. case WL_COMET:
  14077. 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)) )
  14078. continue;
  14079. break;
  14080. }
  14081. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14082. req.amount[i] = skill_db[idx]->require.amount[i];
  14083. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  14084. int16 itIndex;
  14085. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  14086. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14087. req.amount[i] = 1;
  14088. }
  14089. break;
  14090. }
  14091. }
  14092. // Check requirement for gemstone.
  14093. if (itemid_isgemstone(req.itemid[i])) {
  14094. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14095. req.itemid[i] = req.amount[i] = 0;
  14096. else {
  14097. if( sd->special_state.no_gemstone )
  14098. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14099. if( skill_id != SA_ABRACADABRA )
  14100. req.itemid[i] = req.amount[i] = 0;
  14101. else if( --req.amount[i] < 1 )
  14102. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14103. }
  14104. if(sc && sc->data[SC_INTOABYSS])
  14105. {
  14106. if( skill_id != SA_ABRACADABRA )
  14107. req.itemid[i] = req.amount[i] = 0;
  14108. else if( --req.amount[i] < 1 )
  14109. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14110. }
  14111. }
  14112. }
  14113. }
  14114. break;
  14115. }
  14116. // Check for cost reductions due to skills & SCs
  14117. switch(skill_id) {
  14118. case MC_MAMMONITE:
  14119. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14120. req.zeny -= req.zeny*10/100;
  14121. break;
  14122. case AL_HOLYLIGHT:
  14123. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14124. req.sp *= 5;
  14125. break;
  14126. case SL_SMA:
  14127. case SL_STUN:
  14128. case SL_STIN:
  14129. {
  14130. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14131. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14132. break;
  14133. if(sd->status.base_level>=90)
  14134. req.sp -= req.sp*7*kaina_lv/100;
  14135. else if(sd->status.base_level>=80)
  14136. req.sp -= req.sp*5*kaina_lv/100;
  14137. else if(sd->status.base_level>=70)
  14138. req.sp -= req.sp*3*kaina_lv/100;
  14139. }
  14140. break;
  14141. case MO_CHAINCOMBO:
  14142. case MO_COMBOFINISH:
  14143. case CH_TIGERFIST:
  14144. case CH_CHAINCRUSH:
  14145. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14146. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14147. break;
  14148. case MO_BODYRELOCATION:
  14149. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14150. req.spiritball = 0;
  14151. break;
  14152. case MO_EXTREMITYFIST:
  14153. if( sc ) {
  14154. if( sc->data[SC_BLADESTOP] )
  14155. req.spiritball--;
  14156. else if( sc->data[SC_COMBO] ) {
  14157. switch( sc->data[SC_COMBO]->val1 ) {
  14158. case MO_COMBOFINISH:
  14159. req.spiritball = 4;
  14160. break;
  14161. case CH_TIGERFIST:
  14162. req.spiritball = 3;
  14163. break;
  14164. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14165. req.spiritball = sd->spiritball?sd->spiritball:1;
  14166. break;
  14167. }
  14168. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14169. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14170. }
  14171. break;
  14172. case SR_RAMPAGEBLASTER:
  14173. req.spiritball = sd->spiritball?sd->spiritball:15;
  14174. break;
  14175. case LG_RAGEBURST:
  14176. req.spiritball = sd->spiritball?sd->spiritball:1;
  14177. break;
  14178. case SR_GATEOFHELL:
  14179. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14180. req.sp -= req.sp * 10 / 100;
  14181. break;
  14182. case SO_SUMMON_AGNI:
  14183. case SO_SUMMON_AQUA:
  14184. case SO_SUMMON_VENTUS:
  14185. case SO_SUMMON_TERA: {
  14186. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14187. if( spirit_sympathy )
  14188. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14189. }
  14190. break;
  14191. case SO_PSYCHIC_WAVE:
  14192. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14193. req.sp += req.sp / 2; // 1.5x SP cost
  14194. break;
  14195. }
  14196. //Check if player is using the copied skill [Cydh]
  14197. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14198. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14199. if (req_opt&0x0001) req.hp = 0;
  14200. if (req_opt&0x0002) req.mhp = 0;
  14201. if (req_opt&0x0004) req.sp = 0;
  14202. if (req_opt&0x0008) req.hp_rate = 0;
  14203. if (req_opt&0x0010) req.sp_rate = 0;
  14204. if (req_opt&0x0020) req.zeny = 0;
  14205. if (req_opt&0x0040) req.weapon = 0;
  14206. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14207. if (req_opt&0x0100) req.state = ST_NONE;
  14208. if (req_opt&0x0200) req.status_count = 0;
  14209. if (req_opt&0x0400) req.spiritball = 0;
  14210. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14211. if (req_opt&0x1000) req.eqItem_count = 0;
  14212. }
  14213. return req;
  14214. }
  14215. /*==========================================
  14216. * Does cast-time reductions based on dex, item bonuses and config setting
  14217. *------------------------------------------*/
  14218. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14219. int time = skill_get_cast(skill_id, skill_lv);
  14220. nullpo_ret(bl);
  14221. #ifndef RENEWAL_CAST
  14222. {
  14223. struct map_session_data *sd;
  14224. sd = BL_CAST(BL_PC, bl);
  14225. // calculate base cast time (reduced by dex)
  14226. if( !(skill_get_castnodex(skill_id)&1) ) {
  14227. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14228. if( scale > 0 ) // not instant cast
  14229. time = time * scale / battle_config.castrate_dex_scale;
  14230. else
  14231. return 0; // instant cast
  14232. }
  14233. // calculate cast time reduced by item/card bonuses
  14234. if( !(skill_get_castnodex(skill_id)&4) && sd )
  14235. {
  14236. int i;
  14237. if( sd->castrate != 100 )
  14238. time = time * sd->castrate / 100;
  14239. for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
  14240. {
  14241. if( sd->skillcastrate[i].id == skill_id )
  14242. {
  14243. time += time * sd->skillcastrate[i].val / 100;
  14244. break;
  14245. }
  14246. }
  14247. }
  14248. }
  14249. #endif
  14250. // config cast time multiplier
  14251. if (battle_config.cast_rate != 100)
  14252. time = time * battle_config.cast_rate / 100;
  14253. // return final cast time
  14254. time = max(time, 0);
  14255. //ShowInfo("Castime castfix = %d\n",time);
  14256. return time;
  14257. }
  14258. #ifndef RENEWAL_CAST
  14259. /**
  14260. * Get the skill cast time for Pre-Re cast
  14261. * @param bl: The caster
  14262. * @param time: Cast time before Status Change addition or reduction
  14263. * @return time: Modified castime after status change addition or reduction
  14264. */
  14265. int skill_castfix_sc(struct block_list *bl, int time)
  14266. {
  14267. struct status_change *sc = status_get_sc(bl);
  14268. if( time < 0 )
  14269. return 0;
  14270. if (sc && sc->count) {
  14271. if (sc->data[SC_SLOWCAST])
  14272. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14273. if (sc->data[SC_PARALYSIS])
  14274. time += sc->data[SC_PARALYSIS]->val3;
  14275. if (sc->data[SC_SUFFRAGIUM]) {
  14276. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14277. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14278. }
  14279. if (sc->data[SC_MEMORIZE]) {
  14280. time>>=1;
  14281. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14282. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14283. }
  14284. if (sc->data[SC_POEMBRAGI])
  14285. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  14286. if (sc->data[SC_IZAYOI])
  14287. time -= time * 50 / 100;
  14288. }
  14289. time = max(time, 0);
  14290. //ShowInfo("Castime castfix_sc = %d\n",time);
  14291. return time;
  14292. }
  14293. #else
  14294. /**
  14295. * Get the skill cast time for RENEWAL_CAST.
  14296. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14297. * Additive value:
  14298. * Variable CastTime : time += value
  14299. * Fixed CastTime : fixed += value
  14300. * Multipicative value
  14301. * Variable CastTime : VARCAST_REDUCTION(value)
  14302. * Fixed CastTime : FIXEDCASTRATE2(value)
  14303. * @param bl: The caster
  14304. * @param time: Cast time without reduction
  14305. * @param skill_id: Skill ID of the casted skill
  14306. * @param skill_lv: Skill level of the casted skill
  14307. * @return time: Modified castime after status and bonus addition or reduction
  14308. */
  14309. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14310. {
  14311. struct status_change *sc = status_get_sc(bl);
  14312. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14313. int fixed = skill_get_fixed_cast(skill_id, skill_lv);
  14314. short fixcast_r = 0;
  14315. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  14316. #define FIXEDCASTRATE2(val) ( FIXEDCASTRATE(fixcast_r,(val)) )
  14317. nullpo_ret(bl);
  14318. if( time < 0 )
  14319. return 0;
  14320. if( bl->type == BL_MOB )
  14321. return (int)time;
  14322. if( fixed < 0 || battle_config.default_fixed_castrate == 0 ) // no fixed cast time
  14323. fixed = 0;
  14324. else if( fixed == 0 ) {
  14325. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14326. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14327. }
  14328. // Additive Variable Cast bonus first
  14329. if (sd && !(flag&4)) { // item bonus
  14330. time += sd->bonus.add_varcast; // bonus bVariableCast
  14331. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++)
  14332. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  14333. time += sd->skillvarcast[i].val;
  14334. break;
  14335. }
  14336. }
  14337. /*if (sc && sc->count && !(flag&2)) { // status change
  14338. // -NONE YET-
  14339. // if (sc->data[????])
  14340. // bonus += sc->data[????]->val?;
  14341. }*/
  14342. // Adjusted by item bonuses
  14343. if (sd && !(flag&4)) {
  14344. // Additive values
  14345. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14346. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  14347. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  14348. fixed += sd->skillfixcast[i].val;
  14349. break;
  14350. }
  14351. // Multipicative values
  14352. if (sd->bonus.varcastrate != 0)
  14353. VARCAST_REDUCTION(sd->bonus.varcastrate); // bonus bVariableCastrate
  14354. if (sd->bonus.fixcastrate != 0)
  14355. FIXEDCASTRATE2(sd->bonus.fixcastrate); // bonus bFixedCastrate
  14356. for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
  14357. if( sd->skillcastrate[i].id == skill_id ){ // bonus2 bVariableCastrate
  14358. VARCAST_REDUCTION(sd->skillcastrate[i].val);
  14359. break;
  14360. }
  14361. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  14362. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  14363. FIXEDCASTRATE2(sd->skillfixcastrate[i].val);
  14364. break;
  14365. }
  14366. }
  14367. // Adjusted by active statuses
  14368. if (sc && sc->count && !(flag&2) ) {
  14369. // Multiplicative Variable CastTime values
  14370. if (sc->data[SC_SLOWCAST])
  14371. VARCAST_REDUCTION(sc->data[SC_SLOWCAST]->val2);
  14372. if (sc->data[SC__LAZINESS])
  14373. VARCAST_REDUCTION(sc->data[SC__LAZINESS]->val2);
  14374. if (sc->data[SC_SUFFRAGIUM]) {
  14375. VARCAST_REDUCTION(-sc->data[SC_SUFFRAGIUM]->val2);
  14376. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14377. }
  14378. if (sc->data[SC_MEMORIZE]) {
  14379. VARCAST_REDUCTION(-50);
  14380. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14381. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14382. }
  14383. if (sc->data[SC_POEMBRAGI])
  14384. VARCAST_REDUCTION(-sc->data[SC_POEMBRAGI]->val2);
  14385. if (sc->data[SC_IZAYOI])
  14386. VARCAST_REDUCTION(-50);
  14387. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  14388. VARCAST_REDUCTION(-30); //Reduces 30% Variable Cast Time of Water spells.
  14389. if (sc->data[SC_TELEKINESIS_INTENSE])
  14390. VARCAST_REDUCTION(-sc->data[SC_TELEKINESIS_INTENSE]->val2);
  14391. // Multiplicative Fixed CastTime values
  14392. if (sc->data[SC_SECRAMENT])
  14393. FIXEDCASTRATE2(-sc->data[SC_SECRAMENT]->val2);
  14394. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  14395. FIXEDCASTRATE2(-(5 + skill_lv * 5));
  14396. if (sc->data[SC_DANCEWITHWUG])
  14397. FIXEDCASTRATE2(-sc->data[SC_DANCEWITHWUG]->val4);
  14398. if (sc->data[SC_HEAT_BARREL])
  14399. FIXEDCASTRATE2(-sc->data[SC_HEAT_BARREL]->val2);
  14400. // Additive Fixed CastTime values
  14401. if (sc->data[SC_MANDRAGORA])
  14402. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  14403. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  14404. fixed -= 1000;
  14405. if (sc->data[SC_IZAYOI])
  14406. fixed = 0;
  14407. }
  14408. // Apply Variable CastTime calculation by INT & DEX
  14409. if (!(flag&1))
  14410. time = time * (1 - sqrt(((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  14411. // Apply Fixed CastTime rate
  14412. if (fixed != 0 && fixcast_r != 0)
  14413. fixed = (int)(fixed * (1 + fixcast_r * 0.01));
  14414. #undef FIXEDCASTRATE2
  14415. return (int)max(time + fixed, 0);
  14416. }
  14417. #endif
  14418. /*==========================================
  14419. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14420. *------------------------------------------*/
  14421. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14422. {
  14423. int delaynodex = skill_get_delaynodex(skill_id);
  14424. int time = skill_get_delay(skill_id, skill_lv);
  14425. struct map_session_data *sd;
  14426. struct status_change *sc = status_get_sc(bl);
  14427. nullpo_ret(bl);
  14428. sd = BL_CAST(BL_PC, bl);
  14429. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14430. return 0; //Will use picked skill's delay.
  14431. if (bl->type&battle_config.no_skill_delay)
  14432. return battle_config.min_skill_delay_limit;
  14433. if (time < 0)
  14434. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14435. // Delay reductions
  14436. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14437. case MO_TRIPLEATTACK:
  14438. case MO_CHAINCOMBO:
  14439. case MO_COMBOFINISH:
  14440. case CH_TIGERFIST:
  14441. case CH_CHAINCRUSH:
  14442. case SR_DRAGONCOMBO:
  14443. case SR_FALLENEMPIRE:
  14444. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  14445. if (time == 0)
  14446. time = 1000;
  14447. time -= (4*status_get_agi(bl) + 2*status_get_dex(bl));
  14448. break;
  14449. case HP_BASILICA:
  14450. if( sc && !sc->data[SC_BASILICA] )
  14451. time = 0; // There is no Delay on Basilica creation, only on cancel
  14452. break;
  14453. default:
  14454. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  14455. { // if skill delay is allowed to be reduced by dex
  14456. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14457. if (scale > 0)
  14458. time = time * scale / battle_config.castrate_dex_scale;
  14459. else //To be capped later to minimum.
  14460. time = 0;
  14461. }
  14462. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  14463. { // if skill delay is allowed to be reduced by agi
  14464. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14465. if (scale > 0)
  14466. time = time * scale / battle_config.castrate_dex_scale;
  14467. else //To be capped later to minimum.
  14468. time = 0;
  14469. }
  14470. }
  14471. if ( sc && sc->data[SC_SPIRIT] ) {
  14472. switch (skill_id) {
  14473. case CR_SHIELDBOOMERANG:
  14474. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14475. time /= 2;
  14476. break;
  14477. case AS_SONICBLOW:
  14478. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14479. time /= 2;
  14480. break;
  14481. }
  14482. }
  14483. if (!(delaynodex&2))
  14484. {
  14485. if (sc && sc->count) {
  14486. if (sc->data[SC_POEMBRAGI])
  14487. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14488. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  14489. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14490. }
  14491. }
  14492. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  14493. time = time * sd->delayrate / 100;
  14494. if (battle_config.delay_rate != 100)
  14495. time = time * battle_config.delay_rate / 100;
  14496. //min delay
  14497. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  14498. time = max(time, battle_config.min_skill_delay_limit);
  14499. //ShowInfo("Delay delayfix = %d\n",time);
  14500. return time;
  14501. }
  14502. /*=========================================
  14503. *
  14504. *-----------------------------------------*/
  14505. struct square {
  14506. int val1[5];
  14507. int val2[5];
  14508. };
  14509. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  14510. {
  14511. nullpo_retv(tc);
  14512. if(dir == 0){
  14513. tc->val1[0]=x-2;
  14514. tc->val1[1]=x-1;
  14515. tc->val1[2]=x;
  14516. tc->val1[3]=x+1;
  14517. tc->val1[4]=x+2;
  14518. tc->val2[0]=
  14519. tc->val2[1]=
  14520. tc->val2[2]=
  14521. tc->val2[3]=
  14522. tc->val2[4]=y-1;
  14523. }
  14524. else if(dir==2){
  14525. tc->val1[0]=
  14526. tc->val1[1]=
  14527. tc->val1[2]=
  14528. tc->val1[3]=
  14529. tc->val1[4]=x+1;
  14530. tc->val2[0]=y+2;
  14531. tc->val2[1]=y+1;
  14532. tc->val2[2]=y;
  14533. tc->val2[3]=y-1;
  14534. tc->val2[4]=y-2;
  14535. }
  14536. else if(dir==4){
  14537. tc->val1[0]=x-2;
  14538. tc->val1[1]=x-1;
  14539. tc->val1[2]=x;
  14540. tc->val1[3]=x+1;
  14541. tc->val1[4]=x+2;
  14542. tc->val2[0]=
  14543. tc->val2[1]=
  14544. tc->val2[2]=
  14545. tc->val2[3]=
  14546. tc->val2[4]=y+1;
  14547. }
  14548. else if(dir==6){
  14549. tc->val1[0]=
  14550. tc->val1[1]=
  14551. tc->val1[2]=
  14552. tc->val1[3]=
  14553. tc->val1[4]=x-1;
  14554. tc->val2[0]=y+2;
  14555. tc->val2[1]=y+1;
  14556. tc->val2[2]=y;
  14557. tc->val2[3]=y-1;
  14558. tc->val2[4]=y-2;
  14559. }
  14560. else if(dir==1){
  14561. tc->val1[0]=x-1;
  14562. tc->val1[1]=x;
  14563. tc->val1[2]=x+1;
  14564. tc->val1[3]=x+2;
  14565. tc->val1[4]=x+3;
  14566. tc->val2[0]=y-4;
  14567. tc->val2[1]=y-3;
  14568. tc->val2[2]=y-1;
  14569. tc->val2[3]=y;
  14570. tc->val2[4]=y+1;
  14571. }
  14572. else if(dir==3){
  14573. tc->val1[0]=x+3;
  14574. tc->val1[1]=x+2;
  14575. tc->val1[2]=x+1;
  14576. tc->val1[3]=x;
  14577. tc->val1[4]=x-1;
  14578. tc->val2[0]=y-1;
  14579. tc->val2[1]=y;
  14580. tc->val2[2]=y+1;
  14581. tc->val2[3]=y+2;
  14582. tc->val2[4]=y+3;
  14583. }
  14584. else if(dir==5){
  14585. tc->val1[0]=x+1;
  14586. tc->val1[1]=x;
  14587. tc->val1[2]=x-1;
  14588. tc->val1[3]=x-2;
  14589. tc->val1[4]=x-3;
  14590. tc->val2[0]=y+3;
  14591. tc->val2[1]=y+2;
  14592. tc->val2[2]=y+1;
  14593. tc->val2[3]=y;
  14594. tc->val2[4]=y-1;
  14595. }
  14596. else if(dir==7){
  14597. tc->val1[0]=x-3;
  14598. tc->val1[1]=x-2;
  14599. tc->val1[2]=x-1;
  14600. tc->val1[3]=x;
  14601. tc->val1[4]=x+1;
  14602. tc->val2[1]=y;
  14603. tc->val2[0]=y+1;
  14604. tc->val2[2]=y-1;
  14605. tc->val2[3]=y-2;
  14606. tc->val2[4]=y-3;
  14607. }
  14608. }
  14609. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14610. {
  14611. int c;
  14612. nullpo_retv(tc);
  14613. for( c = 0; c < 5; c++ ) {
  14614. switch( dir ) {
  14615. case 0: tc->val2[c]+=are; break;
  14616. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14617. case 2: tc->val1[c]-=are; break;
  14618. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14619. case 4: tc->val2[c]-=are; break;
  14620. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14621. case 6: tc->val1[c]+=are; break;
  14622. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14623. }
  14624. }
  14625. }
  14626. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14627. {
  14628. int c,n=4;
  14629. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14630. struct square tc;
  14631. int x=bl->x,y=bl->y;
  14632. skill_brandishspear_first(&tc,dir,x,y);
  14633. skill_brandishspear_dir(&tc,dir,4);
  14634. skill_area_temp[1] = bl->id;
  14635. if(skill_lv > 9){
  14636. for(c=1;c<4;c++){
  14637. map_foreachincell(skill_area_sub,
  14638. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14639. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14640. skill_castend_damage_id);
  14641. }
  14642. }
  14643. if(skill_lv > 6){
  14644. skill_brandishspear_dir(&tc,dir,-1);
  14645. n--;
  14646. }else{
  14647. skill_brandishspear_dir(&tc,dir,-2);
  14648. n-=2;
  14649. }
  14650. if(skill_lv > 3){
  14651. for(c=0;c<5;c++){
  14652. map_foreachincell(skill_area_sub,
  14653. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14654. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14655. skill_castend_damage_id);
  14656. if(skill_lv > 6 && n==3 && c==4){
  14657. skill_brandishspear_dir(&tc,dir,-1);
  14658. n--;c=-1;
  14659. }
  14660. }
  14661. }
  14662. for(c=0;c<10;c++){
  14663. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  14664. map_foreachincell(skill_area_sub,
  14665. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  14666. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  14667. skill_castend_damage_id);
  14668. }
  14669. }
  14670. /*==========================================
  14671. * Weapon Repair [Celest/DracoRPG]
  14672. *------------------------------------------*/
  14673. void skill_repairweapon(struct map_session_data *sd, int idx) {
  14674. int material;
  14675. int materials[4] = { 1002, 998, 999, 756 };
  14676. struct item *item;
  14677. struct map_session_data *target_sd;
  14678. nullpo_retv(sd);
  14679. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14680. return;
  14681. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14682. return;
  14683. if( idx < 0 || idx >= MAX_INVENTORY )
  14684. return; //Invalid index??
  14685. item = &target_sd->status.inventory[idx];
  14686. if( !item->nameid || !item->attribute )
  14687. return; //Again invalid item....
  14688. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14689. clif_item_repaireffect(sd,idx,1);
  14690. return;
  14691. }
  14692. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14693. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14694. else
  14695. material = materials [2]; // Armors consume 1 Steel
  14696. if ( pc_search_inventory(sd,material) < 0 ) {
  14697. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14698. return;
  14699. }
  14700. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14701. item->attribute = 0;/* clear broken state */
  14702. clif_equiplist(target_sd);
  14703. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14704. clif_item_repaireffect(sd,idx,0);
  14705. if( sd != target_sd )
  14706. clif_item_repaireffect(target_sd,idx,0);
  14707. }
  14708. /*==========================================
  14709. * Item Appraisal
  14710. *------------------------------------------*/
  14711. void skill_identify(struct map_session_data *sd, int idx)
  14712. {
  14713. int flag=1;
  14714. nullpo_retv(sd);
  14715. if(idx >= 0 && idx < MAX_INVENTORY) {
  14716. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14717. flag=0;
  14718. sd->status.inventory[idx].identify=1;
  14719. }
  14720. }
  14721. clif_item_identified(sd,idx,flag);
  14722. }
  14723. /*==========================================
  14724. * Weapon Refine [Celest]
  14725. *------------------------------------------*/
  14726. void skill_weaponrefine(struct map_session_data *sd, int idx)
  14727. {
  14728. nullpo_retv(sd);
  14729. if (idx >= 0 && idx < MAX_INVENTORY)
  14730. {
  14731. struct item *item;
  14732. struct item_data *ditem = sd->inventory_data[idx];
  14733. item = &sd->status.inventory[idx];
  14734. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  14735. int i = 0, per;
  14736. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14737. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14738. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14739. return;
  14740. }
  14741. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14742. clif_upgrademessage(sd->fd, 2, item->nameid);
  14743. return;
  14744. }
  14745. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14746. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14747. return;
  14748. }
  14749. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14750. if( sd->class_&JOBL_THIRD )
  14751. per += 10;
  14752. else
  14753. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14754. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14755. if (per > rnd() % 100) {
  14756. int ep=0;
  14757. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14758. item->refine++;
  14759. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14760. if(item->equip) {
  14761. ep = item->equip;
  14762. pc_unequipitem(sd,idx,3);
  14763. }
  14764. clif_delitem(sd,idx,1,3);
  14765. clif_upgrademessage(sd->fd, 0, item->nameid);
  14766. clif_inventorylist(sd);
  14767. clif_refine(sd->fd,0,idx,item->refine);
  14768. if (ep)
  14769. pc_equipitem(sd,idx,ep);
  14770. clif_misceffect(&sd->bl,3);
  14771. if(item->refine == 10 &&
  14772. item->card[0] == CARD0_FORGE &&
  14773. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14774. { // Fame point system [DracoRPG]
  14775. switch(ditem->wlv){
  14776. case 1:
  14777. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14778. break;
  14779. case 2:
  14780. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14781. break;
  14782. case 3:
  14783. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14784. break;
  14785. }
  14786. }
  14787. } else {
  14788. item->refine = 0;
  14789. if(item->equip)
  14790. pc_unequipitem(sd,idx,3);
  14791. clif_upgrademessage(sd->fd, 1, item->nameid);
  14792. clif_refine(sd->fd,1,idx,item->refine);
  14793. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14794. clif_misceffect(&sd->bl,2);
  14795. clif_emotion(&sd->bl, E_OMG);
  14796. }
  14797. }
  14798. }
  14799. }
  14800. /*==========================================
  14801. *
  14802. *------------------------------------------*/
  14803. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  14804. {
  14805. uint16 skill_lv;
  14806. int maxlv=1,lv;
  14807. nullpo_ret(sd);
  14808. skill_lv = sd->menuskill_val;
  14809. lv=pc_checkskill(sd,skill_id);
  14810. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  14811. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14812. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14813. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14814. maxlv = 10; //Soul Linker bonus. [Skotlex]
  14815. else if(skill_lv==2) maxlv=1;
  14816. else if(skill_lv==3) maxlv=2;
  14817. else if(skill_lv>=4) maxlv=3;
  14818. }
  14819. else if(skill_id==MG_SOULSTRIKE){
  14820. if(skill_lv==5) maxlv=1;
  14821. else if(skill_lv==6) maxlv=2;
  14822. else if(skill_lv>=7) maxlv=3;
  14823. }
  14824. else if(skill_id==MG_FIREBALL){
  14825. if(skill_lv==8) maxlv=1;
  14826. else if(skill_lv>=9) maxlv=2;
  14827. }
  14828. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14829. else return 0;
  14830. if(maxlv > lv)
  14831. maxlv = lv;
  14832. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14833. skill_get_time(SA_AUTOSPELL,skill_lv));
  14834. return 0;
  14835. }
  14836. /*==========================================
  14837. * Sitting skills functions.
  14838. *------------------------------------------*/
  14839. static int skill_sit_count(struct block_list *bl, va_list ap)
  14840. {
  14841. struct map_session_data *sd;
  14842. int type =va_arg(ap,int);
  14843. sd=(struct map_session_data*)bl;
  14844. if(!pc_issit(sd))
  14845. return 0;
  14846. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14847. return 1;
  14848. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14849. return 1;
  14850. return 0;
  14851. }
  14852. static int skill_sit_in (struct block_list *bl, va_list ap)
  14853. {
  14854. struct map_session_data *sd;
  14855. int type = va_arg(ap,int);
  14856. sd = (struct map_session_data*)bl;
  14857. if(!pc_issit(sd))
  14858. return 0;
  14859. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14860. sd->state.gangsterparadise = 1;
  14861. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  14862. sd->state.rest = 1;
  14863. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14864. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14865. }
  14866. return 0;
  14867. }
  14868. static int skill_sit_out (struct block_list *bl, va_list ap)
  14869. {
  14870. struct map_session_data *sd;
  14871. int type = va_arg(ap,int);
  14872. sd = (struct map_session_data*)bl;
  14873. if(sd->state.gangsterparadise && type&1)
  14874. sd->state.gangsterparadise = 0;
  14875. if(sd->state.rest && type&2) {
  14876. sd->state.rest = 0;
  14877. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14878. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14879. }
  14880. return 0;
  14881. }
  14882. int skill_sit (struct map_session_data *sd, int type)
  14883. {
  14884. int flag = 0;
  14885. int range = 0, lv;
  14886. nullpo_ret(sd);
  14887. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  14888. flag |= 1;
  14889. range = skill_get_splash(RG_GANGSTER, lv);
  14890. }
  14891. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  14892. flag |= 2;
  14893. range = skill_get_splash(TK_HPTIME, lv);
  14894. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  14895. flag |= 2;
  14896. range = skill_get_splash(TK_SPTIME, lv);
  14897. }
  14898. if (type)
  14899. clif_status_load(&sd->bl, SI_SIT, 1);
  14900. else
  14901. clif_status_load(&sd->bl, SI_SIT, 0);
  14902. if (!flag) return 0;
  14903. if(type) {
  14904. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14905. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14906. } else {
  14907. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14908. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14909. }
  14910. return 0;
  14911. }
  14912. /*==========================================
  14913. * Do Forstjoke/Scream effect
  14914. *------------------------------------------*/
  14915. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  14916. {
  14917. struct block_list *src;
  14918. uint16 skill_id,skill_lv;
  14919. unsigned int tick;
  14920. nullpo_ret(bl);
  14921. nullpo_ret(src = va_arg(ap,struct block_list*));
  14922. skill_id = va_arg(ap,int);
  14923. skill_lv = va_arg(ap,int);
  14924. if(!skill_lv)
  14925. return 0;
  14926. tick = va_arg(ap,unsigned int);
  14927. if (src == bl || status_isdead(bl))
  14928. return 0;
  14929. if (bl->type == BL_PC) {
  14930. struct map_session_data *sd = (struct map_session_data *)bl;
  14931. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14932. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14933. }
  14934. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14935. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14936. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14937. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14938. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14939. return 0;
  14940. }
  14941. /**
  14942. * Set map cell flag as skill unit effect
  14943. * @param src Skill unit
  14944. * @param skill_id
  14945. * @param skill_lv
  14946. * @param cell Cell type cell_t
  14947. * @param flag 0/1
  14948. */
  14949. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  14950. {
  14951. int range = skill_get_unit_range(skill_id,skill_lv);
  14952. int x, y;
  14953. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  14954. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  14955. map_setcell(src->bl.m, x, y, cell, flag);
  14956. }
  14957. /**
  14958. * Do skill attack area (such splash effect) around the 'first' target.
  14959. * First target will skip skill condition, always receive damage. But,
  14960. * around it, still need target/condition validation by
  14961. * battle_check_target and status_check_skilluse
  14962. * @param bl
  14963. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  14964. */
  14965. int skill_attack_area(struct block_list *bl, va_list ap)
  14966. {
  14967. struct block_list *src,*dsrc;
  14968. int atk_type,skill_id,skill_lv,flag,type;
  14969. unsigned int tick;
  14970. if(status_isdead(bl))
  14971. return 0;
  14972. atk_type = va_arg(ap,int);
  14973. src = va_arg(ap,struct block_list*);
  14974. dsrc = va_arg(ap,struct block_list*);
  14975. skill_id = va_arg(ap,int);
  14976. skill_lv = va_arg(ap,int);
  14977. tick = va_arg(ap,unsigned int);
  14978. flag = va_arg(ap,int);
  14979. type = va_arg(ap,int);
  14980. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  14981. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14982. if(battle_check_target(dsrc,bl,type) <= 0 ||
  14983. !status_check_skilluse(NULL, bl, skill_id, 2))
  14984. return 0;
  14985. switch (skill_id) {
  14986. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  14987. case NPC_ACIDBREATH:
  14988. case NPC_DARKNESSBREATH:
  14989. case NPC_FIREBREATH:
  14990. case NPC_ICEBREATH:
  14991. case NPC_THUNDERBREATH:
  14992. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14993. default:
  14994. //Area-splash, disable skill animation.
  14995. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  14996. }
  14997. }
  14998. /**
  14999. * Clear skill unit group
  15000. * @param bl
  15001. * @param flag &1
  15002. */
  15003. int skill_clear_group(struct block_list *bl, int flag)
  15004. {
  15005. struct unit_data *ud = NULL;
  15006. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15007. int i, count = 0;
  15008. nullpo_ret(bl);
  15009. if (!(ud = unit_bl2ud(bl)))
  15010. return 0;
  15011. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15012. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15013. switch (ud->skillunit[i]->skill_id) {
  15014. case SA_DELUGE:
  15015. case SA_VOLCANO:
  15016. case SA_VIOLENTGALE:
  15017. case SA_LANDPROTECTOR:
  15018. case NJ_SUITON:
  15019. case NJ_KAENSIN:
  15020. if (flag&1)
  15021. group[count++] = ud->skillunit[i];
  15022. break;
  15023. case SO_CLOUD_KILL:
  15024. if( flag&4 )
  15025. group[count++] = ud->skillunit[i];
  15026. break;
  15027. case SO_WARMER:
  15028. if( flag&8 )
  15029. group[count++] = ud->skillunit[i];
  15030. break;
  15031. default:
  15032. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15033. group[count++] = ud->skillunit[i];
  15034. break;
  15035. }
  15036. }
  15037. for (i = 0; i < count; i++)
  15038. skill_delunitgroup(group[i]);
  15039. return count;
  15040. }
  15041. /**
  15042. * Returns the first element field found [Skotlex]
  15043. * @param bl
  15044. * @return skill_unit_group
  15045. */
  15046. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15047. {
  15048. struct unit_data *ud = NULL;
  15049. int i;
  15050. nullpo_ret(bl);
  15051. if (!(ud = unit_bl2ud(bl)))
  15052. return NULL;
  15053. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15054. switch (ud->skillunit[i]->skill_id) {
  15055. case SA_DELUGE:
  15056. case SA_VOLCANO:
  15057. case SA_VIOLENTGALE:
  15058. case SA_LANDPROTECTOR:
  15059. case NJ_SUITON:
  15060. case SO_CLOUD_KILL:
  15061. case SO_WARMER:
  15062. return ud->skillunit[i];
  15063. }
  15064. }
  15065. return NULL;
  15066. }
  15067. /// Graffiti cleaner [Valaris]
  15068. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15069. {
  15070. struct skill_unit *unit = NULL;
  15071. nullpo_ret(bl);
  15072. nullpo_ret(ap);
  15073. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15074. return 0;
  15075. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  15076. skill_delunit(unit);
  15077. return 0;
  15078. }
  15079. /// Greed effect
  15080. int skill_greed(struct block_list *bl, va_list ap)
  15081. {
  15082. struct block_list *src;
  15083. struct map_session_data *sd = NULL;
  15084. struct flooritem_data *fitem = NULL;
  15085. nullpo_ret(bl);
  15086. nullpo_ret(src = va_arg(ap, struct block_list *));
  15087. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15088. pc_takeitem(sd, fitem);
  15089. return 0;
  15090. }
  15091. /// Ranger's Detonator [Jobbie/3CeAM]
  15092. int skill_detonator(struct block_list *bl, va_list ap)
  15093. {
  15094. struct skill_unit *unit = NULL;
  15095. struct block_list *src;
  15096. int unit_id;
  15097. nullpo_ret(bl);
  15098. nullpo_ret(ap);
  15099. src = va_arg(ap,struct block_list *);
  15100. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15101. return 0;
  15102. if( unit->group->src_id != src->id )
  15103. return 0;
  15104. unit_id = unit->group->unit_id;
  15105. switch( unit_id )
  15106. { //List of Hunter and Ranger Traps that can be detonate.
  15107. case UNT_BLASTMINE:
  15108. case UNT_SANDMAN:
  15109. case UNT_CLAYMORETRAP:
  15110. case UNT_TALKIEBOX:
  15111. case UNT_CLUSTERBOMB:
  15112. case UNT_FIRINGTRAP:
  15113. case UNT_ICEBOUNDTRAP:
  15114. switch(unit_id) {
  15115. case UNT_TALKIEBOX:
  15116. clif_talkiebox(bl,unit->group->valstr);
  15117. unit->group->val2 = -1;
  15118. break;
  15119. case UNT_CLAYMORETRAP:
  15120. case UNT_FIRINGTRAP:
  15121. case UNT_ICEBOUNDTRAP:
  15122. 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);
  15123. break;
  15124. default:
  15125. 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);
  15126. break;
  15127. }
  15128. clif_changetraplook(bl, UNT_USED_TRAPS);
  15129. unit->group->unit_id = UNT_USED_TRAPS;
  15130. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15131. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15132. break;
  15133. }
  15134. return 0;
  15135. }
  15136. /**
  15137. * Rebellion's Bind Trap explosion
  15138. * @author [Cydh]
  15139. **/
  15140. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15141. struct skill_unit *su = NULL;
  15142. struct block_list *src = NULL;
  15143. nullpo_ret(bl);
  15144. nullpo_ret(ap);
  15145. src = va_arg(ap,struct block_list *);
  15146. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15147. return 0;
  15148. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15149. return 0;
  15150. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15151. clif_changetraplook(bl, UNT_USED_TRAPS);
  15152. su->group->unit_id = UNT_USED_TRAPS;
  15153. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15154. return 1;
  15155. }
  15156. /*==========================================
  15157. * Check new skill unit cell when overlapping in other skill unit cell.
  15158. * Catched skill in cell value pushed to *unit pointer.
  15159. * Set (*alive) to 0 will ends 'new unit' check
  15160. *------------------------------------------*/
  15161. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15162. {
  15163. uint16 skill_id;
  15164. int *alive;
  15165. struct skill_unit *unit;
  15166. skill_id = va_arg(ap,int);
  15167. alive = va_arg(ap,int *);
  15168. unit = (struct skill_unit *)bl;
  15169. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15170. return 0;
  15171. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15172. return 0;
  15173. switch (skill_id) {
  15174. case SA_LANDPROTECTOR:
  15175. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15176. (*alive) = 0;
  15177. skill_delunit(unit);
  15178. return 1;
  15179. }
  15180. //It deletes everything except traps and barriers
  15181. 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 ) {
  15182. skill_delunit(unit);
  15183. return 1;
  15184. }
  15185. break;
  15186. case HW_GANBANTEIN:
  15187. case LG_EARTHDRIVE:
  15188. // Officially songs/dances are removed
  15189. skill_delunit(unit);
  15190. return 1;
  15191. case SA_VOLCANO:
  15192. case SA_DELUGE:
  15193. case SA_VIOLENTGALE:
  15194. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15195. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15196. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15197. if (unit->range <= 0)
  15198. {
  15199. (*alive) = 0;
  15200. return 1;
  15201. }
  15202. /*
  15203. switch (unit->group->skill_id)
  15204. { //These cannot override each other.
  15205. case SA_VOLCANO:
  15206. case SA_DELUGE:
  15207. case SA_VIOLENTGALE:
  15208. (*alive) = 0;
  15209. return 1;
  15210. }
  15211. */
  15212. break;
  15213. case PF_FOGWALL:
  15214. switch(unit->group->skill_id) {
  15215. case SA_VOLCANO: //Can't be placed on top of these
  15216. case SA_VIOLENTGALE:
  15217. (*alive) = 0;
  15218. return 1;
  15219. case SA_DELUGE:
  15220. case NJ_SUITON:
  15221. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15222. (*alive) = 2;
  15223. break;
  15224. }
  15225. break;
  15226. case WZ_ICEWALL:
  15227. case HP_BASILICA:
  15228. case HW_GRAVITATION:
  15229. //These can't be placed on top of themselves (duration can't be refreshed)
  15230. if (unit->group->skill_id == skill_id)
  15231. {
  15232. (*alive) = 0;
  15233. return 1;
  15234. }
  15235. break;
  15236. case GN_CRAZYWEED_ATK:
  15237. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15238. break;
  15239. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15240. skill_delunit(unit);
  15241. return 1;
  15242. }
  15243. break;
  15244. case RL_FIRE_RAIN:
  15245. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15246. skill_delunit(unit);
  15247. return 1;
  15248. }
  15249. break;
  15250. }
  15251. 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
  15252. (*alive) = 0;
  15253. return 1;
  15254. }
  15255. return 0;
  15256. }
  15257. /*==========================================
  15258. *
  15259. *------------------------------------------*/
  15260. int skill_changetarget(struct block_list *bl, va_list ap)
  15261. {
  15262. struct mob_data *md = (struct mob_data *)bl;
  15263. struct unit_data *ud = unit_bl2ud(bl);
  15264. struct block_list *from_bl = va_arg(ap,struct block_list *);
  15265. struct block_list *to_bl = va_arg(ap,struct block_list *);
  15266. if(ud && ud->target == from_bl->id)
  15267. ud->target = to_bl->id;
  15268. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  15269. md->target_id = to_bl->id;
  15270. return 0;
  15271. }
  15272. /*==========================================
  15273. * Splash effect for skill unit 'trap type'.
  15274. * Chance triggered when damaged, timeout, or char step on it.
  15275. *------------------------------------------*/
  15276. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15277. {
  15278. struct block_list *src = va_arg(ap,struct block_list *);
  15279. struct skill_unit *unit = NULL;
  15280. int tick = va_arg(ap,int);
  15281. struct skill_unit_group *sg;
  15282. struct block_list *ss; //Skill src bl
  15283. nullpo_ret(src);
  15284. unit = (struct skill_unit *)src;
  15285. if (!unit || !unit->alive || bl->prev == NULL)
  15286. return 0;
  15287. nullpo_ret(sg = unit->group);
  15288. nullpo_ret(ss = map_id2bl(sg->src_id));
  15289. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15290. return 0;
  15291. switch (sg->unit_id) {
  15292. case UNT_B_TRAP:
  15293. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15294. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15295. break;
  15296. case UNT_SHOCKWAVE:
  15297. case UNT_SANDMAN:
  15298. case UNT_FLASHER:
  15299. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15300. break;
  15301. case UNT_GROUNDDRIFT_WIND:
  15302. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15303. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15304. break;
  15305. case UNT_GROUNDDRIFT_DARK:
  15306. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15307. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15308. break;
  15309. case UNT_GROUNDDRIFT_POISON:
  15310. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15311. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15312. break;
  15313. case UNT_GROUNDDRIFT_WATER:
  15314. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15315. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15316. break;
  15317. case UNT_GROUNDDRIFT_FIRE:
  15318. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15319. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15320. break;
  15321. case UNT_ELECTRICSHOCKER:
  15322. if (bl->id != ss->id) {
  15323. if (status_get_mode(bl)&MD_BOSS)
  15324. break;
  15325. 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)) {
  15326. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15327. clif_fixpos(bl);
  15328. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15329. }
  15330. }
  15331. break;
  15332. case UNT_MAGENTATRAP:
  15333. case UNT_COBALTTRAP:
  15334. case UNT_MAIZETRAP:
  15335. case UNT_VERDURETRAP:
  15336. if( bl->type != BL_PC && !is_boss(bl) )
  15337. 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));
  15338. break;
  15339. case UNT_REVERBERATION:
  15340. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  15341. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  15342. break;
  15343. case UNT_FIRINGTRAP:
  15344. case UNT_ICEBOUNDTRAP:
  15345. if( src->id == bl->id ) break;
  15346. if( bl->type == BL_SKILL ) {
  15347. struct skill_unit *su = (struct skill_unit *)bl;
  15348. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15349. break;
  15350. }
  15351. case UNT_CLUSTERBOMB:
  15352. if( ss != bl )
  15353. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15354. break;
  15355. case UNT_CLAYMORETRAP:
  15356. if( src->id == bl->id ) break;
  15357. if( bl->type == BL_SKILL ) {
  15358. struct skill_unit *su = (struct skill_unit *)bl;
  15359. if (!su)
  15360. return 0;
  15361. switch(su->group->unit_id) {
  15362. case UNT_CLAYMORETRAP:
  15363. case UNT_LANDMINE:
  15364. case UNT_BLASTMINE:
  15365. case UNT_SHOCKWAVE:
  15366. case UNT_SANDMAN:
  15367. case UNT_FLASHER:
  15368. case UNT_FREEZINGTRAP:
  15369. case UNT_FIRINGTRAP:
  15370. case UNT_ICEBOUNDTRAP:
  15371. clif_changetraplook(bl, UNT_USED_TRAPS);
  15372. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15373. su->group->unit_id = UNT_USED_TRAPS;
  15374. break;
  15375. }
  15376. }
  15377. default:
  15378. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15379. break;
  15380. }
  15381. return 1;
  15382. }
  15383. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15384. {
  15385. uint16 skill_id, skill_lv;
  15386. struct skill_unit *unit;
  15387. nullpo_ret(bl);
  15388. skill_id = va_arg(ap,int);
  15389. skill_lv = va_arg(ap,int);
  15390. unit = (struct skill_unit *)bl;
  15391. if( unit == NULL || unit->group == NULL )
  15392. return 0;
  15393. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15394. return 0;
  15395. if( unit->group->skill_id == SC_MAELSTROM ) {
  15396. struct block_list *src;
  15397. if( (src = map_id2bl(unit->group->src_id)) ){
  15398. int sp = unit->group->skill_lv * skill_lv;
  15399. if( src->type == BL_PC )
  15400. sp += ((TBL_PC*)src)->status.job_level / 5;
  15401. status_heal(src, 0, sp/2, 1);
  15402. }
  15403. }
  15404. return 0;
  15405. }
  15406. /**
  15407. * Remove current enchanted element for new element
  15408. * @param bl Char
  15409. * @param type New element
  15410. */
  15411. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15412. {
  15413. struct status_change *sc;
  15414. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15415. int i;
  15416. nullpo_retv(bl);
  15417. nullpo_retv(sc= status_get_sc(bl));
  15418. if (!sc->count)
  15419. return;
  15420. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15421. if (type != scs[i] && sc->data[scs[i]])
  15422. status_change_end(bl, scs[i], INVALID_TIMER);
  15423. }
  15424. /**
  15425. * Check camouflage condition
  15426. * @param bl
  15427. * @param sce
  15428. * @return True if near wall; False otherwise
  15429. */
  15430. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15431. {
  15432. bool wall = true;
  15433. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15434. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15435. { //Check for walls.
  15436. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15437. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15438. int i;
  15439. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15440. if( i == 8 )
  15441. wall = false;
  15442. }
  15443. if( sce ) {
  15444. if( !wall ) {
  15445. if( sce->val1 < 3 ) //End cloaking.
  15446. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15447. else if( sce->val4&1 ) { //Remove wall bonus
  15448. sce->val4&=~1;
  15449. status_calc_bl(bl,SCB_SPEED);
  15450. }
  15451. } else {
  15452. if( !(sce->val4&1) ) { //Add wall speed bonus
  15453. sce->val4|=1;
  15454. status_calc_bl(bl,SCB_SPEED);
  15455. }
  15456. }
  15457. }
  15458. return wall;
  15459. }
  15460. /** Check Shadow Form on the target
  15461. * @param bl: Target
  15462. * @param damage: Damage amount
  15463. * @param hit
  15464. * @return true - in Shadow Form state; false - otherwise
  15465. */
  15466. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15467. {
  15468. struct status_change *sc;
  15469. nullpo_retr(false,bl);
  15470. if (!damage)
  15471. return false;
  15472. sc = status_get_sc(bl);
  15473. if( sc && sc->data[SC__SHADOWFORM] ) {
  15474. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15475. if( !src || src->m != bl->m ) {
  15476. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15477. return false;
  15478. }
  15479. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15480. if( src->type == BL_PC )
  15481. ((TBL_PC*)src)->shadowform_id = 0;
  15482. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15483. return false;
  15484. }
  15485. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0), 0);
  15486. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15487. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15488. if( src->type == BL_PC )
  15489. ((TBL_PC*)src)->shadowform_id = 0;
  15490. }
  15491. return true;
  15492. }
  15493. return false;
  15494. }
  15495. /**
  15496. * Check camouflage condition
  15497. * @param bl
  15498. * @param sce
  15499. * @return True if near wall; False otherwise
  15500. * @TODO: Seems wrong
  15501. */
  15502. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15503. {
  15504. bool wall = true;
  15505. if( bl->type == BL_PC ) { //Check for walls.
  15506. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15507. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15508. int i;
  15509. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15510. if( i == 8 )
  15511. wall = false;
  15512. }
  15513. if( sce ) {
  15514. if( !wall ) {
  15515. if( sce->val1 == 1 ) //End camouflage.
  15516. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15517. }
  15518. status_calc_bl(bl,SCB_SPEED);
  15519. }
  15520. return wall;
  15521. }
  15522. /**
  15523. * Initialize new skill unit for skill unit group.
  15524. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15525. * @param group Skill unit group
  15526. * @param idx
  15527. * @param x
  15528. * @param y
  15529. * @param val1
  15530. * @param val2
  15531. */
  15532. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15533. {
  15534. struct skill_unit *unit;
  15535. nullpo_retr(NULL, group);
  15536. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15537. nullpo_retr(NULL, (unit = &group->unit[idx]));
  15538. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15539. return unit;
  15540. if(!unit->alive)
  15541. group->alive_count++;
  15542. unit->bl.id = map_get_new_object_id();
  15543. unit->bl.type = BL_SKILL;
  15544. unit->bl.m = group->map;
  15545. unit->bl.x = x;
  15546. unit->bl.y = y;
  15547. unit->group = group;
  15548. unit->alive = 1;
  15549. unit->val1 = val1;
  15550. unit->val2 = val2;
  15551. // Stores new skill unit
  15552. idb_put(skillunit_db, unit->bl.id, unit);
  15553. map_addiddb(&unit->bl);
  15554. if(map_addblock(&unit->bl))
  15555. return NULL;
  15556. // Perform oninit actions
  15557. switch (group->skill_id) {
  15558. case WZ_ICEWALL:
  15559. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15560. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15561. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15562. break;
  15563. case SA_LANDPROTECTOR:
  15564. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15565. break;
  15566. case HP_BASILICA:
  15567. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15568. break;
  15569. case SC_MAELSTROM:
  15570. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15571. break;
  15572. default:
  15573. if (group->state.song_dance&0x1) //Check for dissonance.
  15574. skill_dance_overlap(unit, 1);
  15575. break;
  15576. }
  15577. clif_getareachar_skillunit(&unit->bl, unit, AREA, 0);
  15578. return unit;
  15579. }
  15580. /**
  15581. * Remove unit
  15582. * @param unit
  15583. */
  15584. int skill_delunit(struct skill_unit* unit)
  15585. {
  15586. struct skill_unit_group *group;
  15587. nullpo_ret(unit);
  15588. if( !unit->alive )
  15589. return 0;
  15590. unit->alive = 0;
  15591. nullpo_ret(group = unit->group);
  15592. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15593. skill_dance_overlap(unit, 0);
  15594. // invoke onout event
  15595. if( !unit->range )
  15596. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15597. // perform ondelete actions
  15598. switch (group->skill_id) {
  15599. case HT_ANKLESNARE: {
  15600. struct block_list* target = map_id2bl(group->val2);
  15601. if( target )
  15602. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  15603. }
  15604. break;
  15605. case WZ_ICEWALL:
  15606. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15607. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15608. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15609. break;
  15610. case SA_LANDPROTECTOR:
  15611. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15612. break;
  15613. case HP_BASILICA:
  15614. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15615. break;
  15616. case RA_ELECTRICSHOCKER: {
  15617. struct block_list* target = map_id2bl(group->val2);
  15618. if( target )
  15619. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15620. }
  15621. break;
  15622. case SC_MAELSTROM:
  15623. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15624. break;
  15625. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15626. if( group->val2 ) { // Someone Traped
  15627. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15628. if( tsc && tsc->data[SC__MANHOLE] )
  15629. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15630. }
  15631. break;
  15632. }
  15633. clif_skill_delunit(unit);
  15634. unit->group=NULL;
  15635. map_delblock(&unit->bl); // don't free yet
  15636. map_deliddb(&unit->bl);
  15637. idb_remove(skillunit_db, unit->bl.id);
  15638. if(--group->alive_count==0)
  15639. skill_delunitgroup(group);
  15640. return 0;
  15641. }
  15642. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  15643. /// Returns the target skill_unit_group or NULL if not found.
  15644. struct skill_unit_group* skill_id2group(int group_id) {
  15645. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  15646. }
  15647. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  15648. /**
  15649. * Returns a new group_id that isn't being used in skillunit_group_db.
  15650. * Fatal error if nothing is available.
  15651. */
  15652. static int skill_get_new_group_id(void)
  15653. {
  15654. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  15655. return skill_unit_group_newid++;// available
  15656. {// find next id
  15657. int base_id = skill_unit_group_newid;
  15658. while( base_id != ++skill_unit_group_newid )
  15659. {
  15660. if( skill_unit_group_newid < MAX_SKILL )
  15661. skill_unit_group_newid = MAX_SKILL;
  15662. if( skill_id2group(skill_unit_group_newid) == NULL )
  15663. return skill_unit_group_newid++;// available
  15664. }
  15665. // full loop, nothing available
  15666. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15667. exit(1);
  15668. }
  15669. }
  15670. /**
  15671. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  15672. * @param src Object that cast the skill
  15673. * @param count How many 'cells' used that needed. Related with skill layout
  15674. * @param skill_id ID of used skill
  15675. * @param skill_lv Skill level of used skill
  15676. * @param unit_id Unit ID (look at skill_unit_db.txt)
  15677. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  15678. * @param interval Time interval
  15679. * @return skill_unit_group
  15680. */
  15681. 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)
  15682. {
  15683. struct unit_data* ud = unit_bl2ud( src );
  15684. struct skill_unit_group* group;
  15685. int i;
  15686. if(!(skill_id && skill_lv)) return 0;
  15687. nullpo_retr(NULL, src);
  15688. nullpo_retr(NULL, ud);
  15689. // Find a free spot to store the new unit group
  15690. // TODO: Make this flexible maybe by changing this fixed array?
  15691. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15692. if(i == MAX_SKILLUNITGROUP) {
  15693. // Array is full, make room by discarding oldest group
  15694. int j = 0;
  15695. unsigned maxdiff = 0, tick = gettick();
  15696. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15697. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  15698. if(x > maxdiff){
  15699. maxdiff = x;
  15700. j = i;
  15701. }
  15702. }
  15703. skill_delunitgroup(ud->skillunit[j]);
  15704. // Since elements must have shifted, we use the last slot.
  15705. i = MAX_SKILLUNITGROUP-1;
  15706. }
  15707. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15708. group->src_id = src->id;
  15709. group->party_id = status_get_party_id(src);
  15710. group->guild_id = status_get_guild_id(src);
  15711. group->bg_id = bg_team_get_id(src);
  15712. group->group_id = skill_get_new_group_id();
  15713. group->link_group_id = 0;
  15714. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15715. group->unit_count = count;
  15716. group->alive_count = 0;
  15717. group->val1 = 0;
  15718. group->val2 = 0;
  15719. group->val3 = 0;
  15720. group->skill_id = skill_id;
  15721. group->skill_lv = skill_lv;
  15722. group->unit_id = unit_id;
  15723. group->map = src->m;
  15724. group->limit = limit;
  15725. group->interval = interval;
  15726. group->tick = gettick();
  15727. group->valstr = NULL;
  15728. ud->skillunit[i] = group;
  15729. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  15730. group->tick += 1500;
  15731. // Stores this new group to DBMap
  15732. idb_put(skillunit_group_db, group->group_id, group);
  15733. return group;
  15734. }
  15735. /**
  15736. * Remove skill unit group
  15737. * @param group
  15738. * @param file
  15739. * @param line
  15740. * @param *func
  15741. */
  15742. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15743. {
  15744. struct block_list* src;
  15745. struct unit_data *ud;
  15746. short i, j;
  15747. int link_group_id;
  15748. if( group == NULL ) {
  15749. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15750. return 0;
  15751. }
  15752. src = map_id2bl(group->src_id);
  15753. ud = unit_bl2ud(src);
  15754. if (!src || !ud) {
  15755. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15756. return 0;
  15757. }
  15758. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15759. switch( group->skill_id ) {
  15760. case BA_DISSONANCE:
  15761. case BA_POEMBRAGI:
  15762. case BA_WHISTLE:
  15763. case BA_ASSASSINCROSS:
  15764. case BA_APPLEIDUN:
  15765. case DC_UGLYDANCE:
  15766. case DC_HUMMING:
  15767. case DC_DONTFORGETME:
  15768. case DC_FORTUNEKISS:
  15769. case DC_SERVICEFORYOU:
  15770. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15771. break;
  15772. }
  15773. }
  15774. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  15775. struct status_change* sc = status_get_sc(src);
  15776. if (sc && sc->data[SC_DANCING]) {
  15777. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15778. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15779. }
  15780. }
  15781. // End SC from the master when the skill group is deleted
  15782. i = SC_NONE;
  15783. switch (group->unit_id) {
  15784. case UNT_GOSPEL: i = SC_GOSPEL; break;
  15785. case UNT_BASILICA: i = SC_BASILICA; break;
  15786. }
  15787. if (i != SC_NONE) {
  15788. struct status_change *sc = status_get_sc(src);
  15789. if (sc && sc->data[i]) {
  15790. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  15791. status_change_end(src, (sc_type)i, INVALID_TIMER);
  15792. }
  15793. }
  15794. switch( group->skill_id ) {
  15795. case SG_SUN_WARM:
  15796. case SG_MOON_WARM:
  15797. case SG_STAR_WARM:
  15798. {
  15799. struct status_change *sc = NULL;
  15800. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15801. sc->data[SC_WARM]->val4 = 0;
  15802. status_change_end(src, SC_WARM, INVALID_TIMER);
  15803. }
  15804. }
  15805. break;
  15806. case NC_NEUTRALBARRIER:
  15807. {
  15808. struct status_change *sc = NULL;
  15809. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  15810. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  15811. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  15812. }
  15813. }
  15814. break;
  15815. case NC_STEALTHFIELD:
  15816. {
  15817. struct status_change *sc = NULL;
  15818. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  15819. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  15820. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  15821. }
  15822. }
  15823. break;
  15824. case LG_BANDING:
  15825. {
  15826. struct status_change *sc = NULL;
  15827. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  15828. sc->data[SC_BANDING]->val4 = 0;
  15829. status_change_end(src,SC_BANDING,INVALID_TIMER);
  15830. }
  15831. }
  15832. break;
  15833. }
  15834. if (src->type==BL_PC && group->state.ammo_consume)
  15835. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  15836. group->alive_count=0;
  15837. // remove all unit cells
  15838. if(group->unit != NULL)
  15839. for( i = 0; i < group->unit_count; i++ )
  15840. skill_delunit(&group->unit[i]);
  15841. // clear Talkie-box string
  15842. if( group->valstr != NULL ) {
  15843. aFree(group->valstr);
  15844. group->valstr = NULL;
  15845. }
  15846. idb_remove(skillunit_group_db, group->group_id);
  15847. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  15848. group->unit = NULL;
  15849. group->group_id = 0;
  15850. group->unit_count = 0;
  15851. link_group_id = group->link_group_id;
  15852. group->link_group_id = 0;
  15853. // locate this group, swap with the last entry and delete it
  15854. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  15855. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  15856. j--;
  15857. if( i < MAX_SKILLUNITGROUP ) {
  15858. ud->skillunit[i] = ud->skillunit[j];
  15859. ud->skillunit[j] = NULL;
  15860. ers_free(skill_unit_ers, group);
  15861. } else
  15862. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15863. if(link_group_id) {
  15864. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  15865. if(group_cur)
  15866. skill_delunitgroup(group_cur);
  15867. }
  15868. return 1;
  15869. }
  15870. /**
  15871. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  15872. * @param src
  15873. */
  15874. void skill_clear_unitgroup(struct block_list *src)
  15875. {
  15876. struct unit_data *ud;
  15877. nullpo_retv(src);
  15878. nullpo_retv((ud = unit_bl2ud(src)));
  15879. while (ud->skillunit[0])
  15880. skill_delunitgroup(ud->skillunit[0]);
  15881. }
  15882. /**
  15883. * Search tickset for skill unit in skill unit group
  15884. * @param bl Block List for skill_unit
  15885. * @param group Skill unit group
  15886. * @param tick
  15887. * @return skill_unit_group_tickset if found
  15888. */
  15889. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  15890. {
  15891. int i, j = -1, s, id;
  15892. struct unit_data *ud;
  15893. struct skill_unit_group_tickset *set;
  15894. nullpo_ret(bl);
  15895. if (group->interval == -1)
  15896. return NULL;
  15897. ud = unit_bl2ud(bl);
  15898. if (!ud)
  15899. return NULL;
  15900. set = ud->skillunittick;
  15901. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  15902. id = s = group->skill_id;
  15903. else
  15904. id = s = group->group_id;
  15905. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  15906. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  15907. if (set[k].id == id)
  15908. return &set[k];
  15909. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  15910. j=k;
  15911. }
  15912. if (j == -1) {
  15913. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  15914. j = id % MAX_SKILLUNITGROUPTICKSET;
  15915. }
  15916. set[j].id = id;
  15917. set[j].tick = tick;
  15918. return &set[j];
  15919. }
  15920. /*==========================================
  15921. * Check for validity skill unit that triggered by skill_unit_timer_sub
  15922. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  15923. *------------------------------------------*/
  15924. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  15925. {
  15926. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  15927. struct skill_unit_group* group = NULL;
  15928. unsigned int tick = va_arg(ap,unsigned int);
  15929. nullpo_ret(unit);
  15930. if( !unit->alive || bl->prev == NULL )
  15931. return 0;
  15932. nullpo_ret(group = unit->group);
  15933. 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) )
  15934. return 0; //AoE skills are ineffective. [Skotlex]
  15935. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  15936. return 0;
  15937. skill_unit_onplace_timer(unit,bl,tick);
  15938. return 1;
  15939. }
  15940. /**
  15941. * @see DBApply
  15942. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  15943. */
  15944. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  15945. {
  15946. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  15947. struct skill_unit_group* group = NULL;
  15948. unsigned int tick = va_arg(ap,unsigned int);
  15949. bool dissonance;
  15950. struct block_list* bl = &unit->bl;
  15951. nullpo_ret(unit);
  15952. if( !unit->alive )
  15953. return 0;
  15954. nullpo_ret(group = unit->group);
  15955. // Check for expiration
  15956. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  15957. {// skill unit expired (inlined from skill_unit_onlimit())
  15958. switch( group->unit_id ) {
  15959. case UNT_BLASTMINE:
  15960. #ifdef RENEWAL
  15961. case UNT_CLAYMORETRAP:
  15962. #endif
  15963. case UNT_GROUNDDRIFT_WIND:
  15964. case UNT_GROUNDDRIFT_DARK:
  15965. case UNT_GROUNDDRIFT_POISON:
  15966. case UNT_GROUNDDRIFT_WATER:
  15967. case UNT_GROUNDDRIFT_FIRE:
  15968. group->unit_id = UNT_USED_TRAPS;
  15969. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  15970. group->limit=DIFF_TICK(tick+1500,group->tick);
  15971. unit->limit=DIFF_TICK(tick+1500,group->tick);
  15972. break;
  15973. case UNT_ANKLESNARE:
  15974. case UNT_ELECTRICSHOCKER:
  15975. if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { //Used Trap doesn't return back to item
  15976. skill_delunit(unit);
  15977. break;
  15978. }
  15979. case UNT_SKIDTRAP:
  15980. case UNT_LANDMINE:
  15981. case UNT_SHOCKWAVE:
  15982. case UNT_SANDMAN:
  15983. case UNT_FLASHER:
  15984. case UNT_FREEZINGTRAP:
  15985. #ifndef RENEWAL
  15986. case UNT_CLAYMORETRAP:
  15987. #endif
  15988. case UNT_TALKIEBOX:
  15989. case UNT_CLUSTERBOMB:
  15990. case UNT_MAGENTATRAP:
  15991. case UNT_COBALTTRAP:
  15992. case UNT_MAIZETRAP:
  15993. case UNT_VERDURETRAP:
  15994. case UNT_FIRINGTRAP:
  15995. case UNT_ICEBOUNDTRAP:
  15996. {
  15997. struct block_list* src;
  15998. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  15999. { // revert unit back into a trap
  16000. struct item item_tmp;
  16001. memset(&item_tmp,0,sizeof(item_tmp));
  16002. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16003. item_tmp.identify = 1;
  16004. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  16005. }
  16006. skill_delunit(unit);
  16007. }
  16008. break;
  16009. case UNT_WARP_ACTIVE:
  16010. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16011. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16012. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16013. // restart timers
  16014. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16015. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16016. // apply effect to all units standing on it
  16017. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16018. break;
  16019. case UNT_CALLFAMILY:
  16020. {
  16021. struct map_session_data *sd = NULL;
  16022. if(group->val1) {
  16023. sd = map_charid2sd(group->val1);
  16024. group->val1 = 0;
  16025. if (sd && !map[sd->bl.m].flag.nowarp)
  16026. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16027. }
  16028. if(group->val2) {
  16029. sd = map_charid2sd(group->val2);
  16030. group->val2 = 0;
  16031. if (sd && !map[sd->bl.m].flag.nowarp)
  16032. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16033. }
  16034. skill_delunit(unit);
  16035. }
  16036. break;
  16037. case UNT_REVERBERATION:
  16038. case UNT_NETHERWORLD:
  16039. if( unit->val1 <= 0 ) { // If it was deactivated.
  16040. skill_delunit(unit);
  16041. break;
  16042. }
  16043. clif_changetraplook(bl,UNT_USED_TRAPS);
  16044. if (group->unit_id == UNT_REVERBERATION)
  16045. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16046. group->limit = DIFF_TICK(tick,group->tick)+1000;
  16047. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  16048. group->unit_id = UNT_USED_TRAPS;
  16049. break;
  16050. case UNT_FEINTBOMB: {
  16051. struct block_list *src = map_id2bl(group->src_id);
  16052. struct status_change *sc;
  16053. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  16054. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  16055. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  16056. }
  16057. skill_delunit(unit);
  16058. }
  16059. break;
  16060. case UNT_BANDING:
  16061. {
  16062. struct block_list *src = map_id2bl(group->src_id);
  16063. struct status_change *sc;
  16064. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16065. skill_delunit(unit);
  16066. break;
  16067. }
  16068. // This unit isn't removed while SC_BANDING is active.
  16069. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16070. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16071. }
  16072. break;
  16073. case UNT_B_TRAP:
  16074. {
  16075. struct block_list* src;
  16076. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16077. struct item item_tmp;
  16078. memset(&item_tmp, 0, sizeof(item_tmp));
  16079. item_tmp.nameid = group->item_id;
  16080. item_tmp.identify = 1;
  16081. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4);
  16082. }
  16083. skill_delunit(unit);
  16084. }
  16085. break;
  16086. default:
  16087. skill_delunit(unit);
  16088. }
  16089. } else {// skill unit is still active
  16090. switch( group->unit_id ) {
  16091. case UNT_ICEWALL:
  16092. // icewall loses 50 hp every second
  16093. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16094. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16095. unit->limit = DIFF_TICK(tick+700,group->tick);
  16096. break;
  16097. case UNT_BLASTMINE:
  16098. case UNT_SKIDTRAP:
  16099. case UNT_LANDMINE:
  16100. case UNT_SHOCKWAVE:
  16101. case UNT_SANDMAN:
  16102. case UNT_FLASHER:
  16103. case UNT_CLAYMORETRAP:
  16104. case UNT_FREEZINGTRAP:
  16105. case UNT_TALKIEBOX:
  16106. case UNT_ANKLESNARE:
  16107. case UNT_B_TRAP:
  16108. if( unit->val1 <= 0 ) {
  16109. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16110. skill_delunit(unit);
  16111. else {
  16112. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16113. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16114. group->unit_id = UNT_USED_TRAPS;
  16115. }
  16116. }
  16117. break;
  16118. case UNT_REVERBERATION:
  16119. case UNT_NETHERWORLD:
  16120. if (unit->val1 <= 0) {
  16121. clif_changetraplook(bl,UNT_USED_TRAPS);
  16122. if (group->unit_id == UNT_REVERBERATION)
  16123. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16124. group->limit = DIFF_TICK(tick,group->tick)+1000;
  16125. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  16126. group->unit_id = UNT_USED_TRAPS;
  16127. }
  16128. break;
  16129. case UNT_WALLOFTHORN:
  16130. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16131. skill_delunitgroup(group);
  16132. break;
  16133. }
  16134. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16135. skill_delunit(unit);
  16136. break;
  16137. }
  16138. }
  16139. //Don't continue if unit or even group is expired and has been deleted.
  16140. if( !group || !unit->alive )
  16141. return 0;
  16142. dissonance = skill_dance_switch(unit, 0);
  16143. if( unit->range >= 0 && group->interval != -1 )
  16144. {
  16145. if( battle_config.skill_wall_check )
  16146. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16147. else
  16148. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16149. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16150. group->unit_id = UNT_USED_TRAPS;
  16151. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16152. unit->range = -1; //Disable processed cell.
  16153. if (--group->val1 <= 0) { // number of live cells
  16154. //All tiles were processed, disable skill.
  16155. group->target_flag=BCT_NOONE;
  16156. group->bl_flag= BL_NUL;
  16157. }
  16158. }
  16159. }
  16160. if( dissonance )
  16161. skill_dance_switch(unit, 1);
  16162. return 0;
  16163. }
  16164. /*==========================================
  16165. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16166. *------------------------------------------*/
  16167. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16168. {
  16169. map_freeblock_lock();
  16170. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16171. map_freeblock_unlock();
  16172. return 0;
  16173. }
  16174. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16175. /*==========================================
  16176. * flag :
  16177. * 1 : store that skill_unit in array
  16178. * 2 : clear that skill_unit
  16179. * 4 : call_on_left
  16180. *------------------------------------------*/
  16181. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16182. {
  16183. struct skill_unit* unit = (struct skill_unit *)bl;
  16184. struct skill_unit_group* group = NULL;
  16185. struct block_list* target = va_arg(ap,struct block_list*);
  16186. unsigned int tick = va_arg(ap,unsigned int);
  16187. int flag = va_arg(ap,int);
  16188. bool dissonance;
  16189. uint16 skill_id;
  16190. int i;
  16191. nullpo_ret(unit);
  16192. nullpo_ret(target);
  16193. if( !unit->alive || target->prev == NULL )
  16194. return 0;
  16195. nullpo_ret(group = unit->group);
  16196. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  16197. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16198. dissonance = skill_dance_switch(unit, 0);
  16199. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16200. skill_id = unit->group->skill_id;
  16201. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16202. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16203. if( dissonance ) {
  16204. skill_dance_switch(unit, 1);
  16205. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16206. }
  16207. return 0;
  16208. }
  16209. //Target-type check.
  16210. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16211. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16212. if( flag&1 ) {
  16213. if( flag&2 ) { //Clear this skill id.
  16214. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16215. if( i < ARRAYLENGTH(skill_unit_temp) )
  16216. skill_unit_temp[i] = 0;
  16217. }
  16218. } else {
  16219. if( flag&2 ) { //Store this skill id.
  16220. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16221. if( i < ARRAYLENGTH(skill_unit_temp) )
  16222. skill_unit_temp[i] = skill_id;
  16223. else
  16224. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16225. }
  16226. }
  16227. if( flag&4 )
  16228. skill_unit_onleft(skill_id,target,tick);
  16229. }
  16230. if( dissonance )
  16231. skill_dance_switch(unit, 1);
  16232. return 0;
  16233. } else {
  16234. if( flag&1 ) {
  16235. int result = skill_unit_onplace(unit,target,tick);
  16236. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16237. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16238. if( i < ARRAYLENGTH(skill_unit_temp) )
  16239. skill_unit_temp[i] = 0;
  16240. }
  16241. } else {
  16242. int result = skill_unit_onout(unit,target,tick);
  16243. if( flag&2 && result ) { //Store this unit id.
  16244. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16245. if( i < ARRAYLENGTH(skill_unit_temp) )
  16246. skill_unit_temp[i] = skill_id;
  16247. else
  16248. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16249. }
  16250. }
  16251. //TODO: Normally, this is dangerous since the unit and group could be freed
  16252. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16253. //cells do not get deleted within them. [Skotlex]
  16254. if( dissonance )
  16255. skill_dance_switch(unit, 1);
  16256. if( flag&4 )
  16257. skill_unit_onleft(skill_id,target,tick);
  16258. return 1;
  16259. }
  16260. }
  16261. /*==========================================
  16262. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16263. * Flag values:
  16264. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16265. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16266. * units to figure out when they have left a group.
  16267. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16268. *------------------------------------------*/
  16269. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16270. {
  16271. nullpo_ret(bl);
  16272. if( bl->prev == NULL )
  16273. return 0;
  16274. if( flag&2 && !(flag&1) ) //Onout, clear data
  16275. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16276. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16277. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16278. int i;
  16279. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16280. if( skill_unit_temp[i] )
  16281. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16282. }
  16283. return 0;
  16284. }
  16285. /*==========================================
  16286. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16287. * @param bl Skill unit
  16288. * @param m Map
  16289. * @param dx
  16290. * @param dy
  16291. *------------------------------------------*/
  16292. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16293. unsigned int tick = gettick();
  16294. struct skill_unit *su;
  16295. if (bl->type != BL_SKILL)
  16296. return;
  16297. if (!(su = (struct skill_unit *)bl))
  16298. return;
  16299. if (!su->alive)
  16300. return;
  16301. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16302. return; //Ensembles may not be moved around.
  16303. if (!bl->prev) {
  16304. bl->x = dx;
  16305. bl->y = dy;
  16306. return;
  16307. }
  16308. map_moveblock(bl, dx, dy, tick);
  16309. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16310. clif_getareachar_skillunit(bl, su, AREA, 0);
  16311. return;
  16312. }
  16313. /**
  16314. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16315. * @param group Skill Group
  16316. * @param m Map
  16317. * @param dx
  16318. * @param dy
  16319. */
  16320. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16321. {
  16322. int i, j;
  16323. unsigned int tick = gettick();
  16324. int *m_flag;
  16325. struct skill_unit *unit1;
  16326. struct skill_unit *unit2;
  16327. if (group == NULL)
  16328. return;
  16329. if (group->unit_count <= 0)
  16330. return;
  16331. if (group->unit == NULL)
  16332. return;
  16333. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16334. return; //Ensembles may not be moved around.
  16335. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16336. // m_flag
  16337. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16338. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16339. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16340. // 3: Both 1+2.
  16341. for(i = 0; i < group->unit_count; i++) {
  16342. unit1 =& group->unit[i];
  16343. if (!unit1->alive || unit1->bl.m != m)
  16344. continue;
  16345. for(j = 0; j < group->unit_count; j++) {
  16346. unit2 = &group->unit[j];
  16347. if (!unit2->alive)
  16348. continue;
  16349. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16350. m_flag[i] |= 0x1;
  16351. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16352. m_flag[i] |= 0x2;
  16353. }
  16354. }
  16355. j = 0;
  16356. for (i = 0; i < group->unit_count; i++) {
  16357. unit1 = &group->unit[i];
  16358. if (!unit1->alive)
  16359. continue;
  16360. if (!(m_flag[i]&0x2)) {
  16361. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16362. skill_dance_overlap(unit1, 0);
  16363. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16364. }
  16365. //Move Cell using "smart" criteria (avoid useless moving around)
  16366. switch(m_flag[i]) {
  16367. case 0:
  16368. //Cell moves independently, safely move it.
  16369. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  16370. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16371. break;
  16372. case 1:
  16373. //Cell moves unto another cell, look for a replacement cell that won't collide
  16374. //and has no cell moving into it (flag == 2)
  16375. for(; j < group->unit_count; j++) {
  16376. int dx2, dy2;
  16377. if(m_flag[j] != 2 || !group->unit[j].alive)
  16378. continue;
  16379. //Move to where this cell would had moved.
  16380. unit2 = &group->unit[j];
  16381. dx2 = unit2->bl.x + dx - unit1->bl.x;
  16382. dy2 = unit2->bl.y + dy - unit1->bl.y;
  16383. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  16384. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16385. j++; //Skip this cell as we have used it.
  16386. break;
  16387. }
  16388. break;
  16389. case 2:
  16390. case 3:
  16391. break; //Don't move the cell as a cell will end on this tile anyway.
  16392. }
  16393. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16394. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16395. skill_dance_overlap(unit1, 1);
  16396. clif_getareachar_skillunit(&unit1->bl, unit1, AREA, 0);
  16397. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16398. }
  16399. }
  16400. aFree(m_flag);
  16401. }
  16402. /**
  16403. * Checking product requirement in player's inventory.
  16404. * Checking if player has the item or not, the amount, and the weight limit.
  16405. * @param sd Player
  16406. * @param nameid Product requested
  16407. * @param trigger Trigger criteria to match will 'ItemLv'
  16408. * @param qty Amount of item will be created
  16409. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16410. */
  16411. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16412. {
  16413. short i, j;
  16414. nullpo_ret(sd);
  16415. if (!nameid || !itemdb_exists(nameid))
  16416. return 0;
  16417. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16418. if (skill_produce_db[i].nameid == nameid) {
  16419. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16420. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16421. continue; // must iterate again to check other skills that produce it. [malufett]
  16422. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16423. continue; // special case
  16424. break;
  16425. }
  16426. }
  16427. if (i >= MAX_SKILL_PRODUCE_DB)
  16428. return 0;
  16429. // Cannot carry the produced stuff
  16430. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16431. return 0;
  16432. // Matching the requested produce list
  16433. if (trigger >= 0) {
  16434. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16435. if (skill_produce_db[i].itemlv != trigger)
  16436. return 0;
  16437. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16438. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16439. return 0;
  16440. } else { // Weapon (itemlv must be higher or equal)
  16441. if (skill_produce_db[i].itemlv > trigger)
  16442. return 0;
  16443. }
  16444. }
  16445. // Check on player's inventory
  16446. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16447. unsigned short nameid_produce;
  16448. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16449. continue;
  16450. if (skill_produce_db[i].mat_amount[j] == 0) {
  16451. if (pc_search_inventory(sd,nameid_produce) < 0)
  16452. return 0;
  16453. } else {
  16454. unsigned short idx, amt;
  16455. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16456. if (sd->status.inventory[idx].nameid == nameid_produce)
  16457. amt += sd->status.inventory[idx].amount;
  16458. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16459. return 0;
  16460. }
  16461. }
  16462. return i + 1;
  16463. }
  16464. /**
  16465. * Attempt to produce an item
  16466. * @param sd Player
  16467. * @param skill_id Skill used
  16468. * @param nameid Requested product
  16469. * @param slot1
  16470. * @param slot2
  16471. * @param slot3
  16472. * @param qty Amount of requested item
  16473. * @return True is success, False if failed
  16474. */
  16475. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty)
  16476. {
  16477. int slot[3];
  16478. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16479. int num = -1; // exclude the recipe
  16480. struct status_data *status;
  16481. struct item_data* data;
  16482. nullpo_ret(sd);
  16483. status = status_get_status_data(&sd->bl);
  16484. if( sd->skill_id_old == skill_id )
  16485. skill_lv = sd->skill_lv_old;
  16486. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16487. return false;
  16488. idx--;
  16489. if (qty < 1)
  16490. qty = 1;
  16491. if (!skill_id) //A skill can be specified for some override cases.
  16492. skill_id = skill_produce_db[idx].req_skill;
  16493. if( skill_id == GC_RESEARCHNEWPOISON )
  16494. skill_id = GC_CREATENEWPOISON;
  16495. slot[0] = slot1;
  16496. slot[1] = slot2;
  16497. slot[2] = slot3;
  16498. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16499. short j;
  16500. if (slot[i] <= 0)
  16501. continue;
  16502. j = pc_search_inventory(sd,slot[i]);
  16503. if (j < 0)
  16504. continue;
  16505. if (slot[i] == ITEMID_STAR_CRUMB) {
  16506. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16507. sc++;
  16508. }
  16509. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  16510. static const int ele_table[4] = { 3, 1, 4, 2 };
  16511. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16512. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  16513. }
  16514. }
  16515. if (skill_id == RK_RUNEMASTERY) {
  16516. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  16517. data = itemdb_search(nameid);
  16518. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  16519. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  16520. else temp_qty = 1;
  16521. if (data->stack.inventory) {
  16522. for (i = 0; i < MAX_INVENTORY; i++) {
  16523. if (sd->status.inventory[i].nameid == nameid) {
  16524. if (sd->status.inventory[i].amount >= data->stack.amount) {
  16525. clif_msgtable(sd->fd,RUNE_CANT_CREATE);
  16526. return 0;
  16527. } else {
  16528. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16529. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  16530. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16531. }
  16532. break;
  16533. }
  16534. }
  16535. }
  16536. qty = temp_qty;
  16537. }
  16538. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  16539. short id, x, j;
  16540. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  16541. continue;
  16542. num++;
  16543. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  16544. do {
  16545. int y = 0;
  16546. j = pc_search_inventory(sd,id);
  16547. if (j >= 0) {
  16548. y = sd->status.inventory[j].amount;
  16549. if (y > x)
  16550. y = x;
  16551. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16552. } else {
  16553. ShowError("skill_produce_mix: material item error\n");
  16554. return false;
  16555. }
  16556. x -= y;
  16557. } while( j >= 0 && x > 0 );
  16558. }
  16559. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  16560. wlv = itemdb_wlv(nameid);
  16561. if (!equip) {
  16562. switch (skill_id) {
  16563. case BS_IRON:
  16564. case BS_STEEL:
  16565. case BS_ENCHANTEDSTONE:
  16566. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16567. i = pc_checkskill(sd,skill_id);
  16568. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16569. switch (nameid) {
  16570. case ITEMID_IRON:
  16571. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16572. break;
  16573. case ITEMID_STEEL:
  16574. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16575. break;
  16576. case ITEMID_STAR_CRUMB:
  16577. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16578. break;
  16579. default: // Enchanted Stones
  16580. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  16581. break;
  16582. }
  16583. break;
  16584. case ASC_CDP:
  16585. make_per = (2000 + 40*status->dex + 20*status->luk);
  16586. break;
  16587. case AL_HOLYWATER:
  16588. case AB_ANCILLA:
  16589. make_per = 100000; //100% success
  16590. break;
  16591. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16592. case AM_TWILIGHT1:
  16593. case AM_TWILIGHT2:
  16594. case AM_TWILIGHT3:
  16595. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16596. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16597. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16598. if (hom_is_active(sd->hd)) {//Player got a homun
  16599. int skill;
  16600. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16601. make_per += skill*100; //+1% bonus per level
  16602. }
  16603. switch(nameid){
  16604. case ITEMID_RED_POTION:
  16605. case ITEMID_YELLOW_POTION:
  16606. case ITEMID_WHITE_POTION:
  16607. make_per += (1+rnd()%100)*10 + 2000;
  16608. break;
  16609. case ITEMID_ALCOHOL:
  16610. make_per += (1+rnd()%100)*10 + 1000;
  16611. break;
  16612. case ITEMID_FIRE_BOTTLE:
  16613. case ITEMID_ACID_BOTTLE:
  16614. case ITEMID_MAN_EATER_BOTTLE:
  16615. case ITEMID_MINI_BOTTLE:
  16616. make_per += (1+rnd()%100)*10;
  16617. break;
  16618. case ITEMID_YELLOW_SLIM_POTION:
  16619. make_per -= (1+rnd()%50)*10;
  16620. break;
  16621. case ITEMID_WHITE_SLIM_POTION:
  16622. case ITEMID_COATING_BOTTLE:
  16623. make_per -= (1+rnd()%100)*10;
  16624. break;
  16625. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  16626. case ITEMID_BLUE_POTION:
  16627. case ITEMID_RED_SLIM_POTION:
  16628. case ITEMID_ANODYNE:
  16629. case ITEMID_ALOEBERA:
  16630. default:
  16631. break;
  16632. }
  16633. if (battle_config.pp_rate != 100)
  16634. make_per = make_per * battle_config.pp_rate / 100;
  16635. break;
  16636. case SA_CREATECON: // Elemental Converter Creation
  16637. make_per = 100000; // should be 100% success rate
  16638. break;
  16639. case RK_RUNEMASTERY: {
  16640. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16641. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16642. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16643. int D = 0;
  16644. switch (nameid) { //rune rank it_diff 9 craftable rune
  16645. case ITEMID_BERKANA:
  16646. D = -2000;
  16647. break; //Rank S
  16648. case ITEMID_NAUTHIZ:
  16649. case ITEMID_URUZ:
  16650. D = -1500;
  16651. break; //Rank A
  16652. case ITEMID_ISA:
  16653. case ITEMID_WYRD:
  16654. D = -1000;
  16655. break; //Rank B
  16656. case ITEMID_RAIDO:
  16657. case ITEMID_THURISAZ:
  16658. case ITEMID_HAGALAZ:
  16659. case ITEMID_OTHILA:
  16660. D = -500;
  16661. break; //Rank C
  16662. default:
  16663. D = -1500;
  16664. break; //not specified =-15%
  16665. }
  16666. make_per = A + B + C + D;
  16667. }
  16668. break;
  16669. case GC_CREATENEWPOISON:
  16670. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16671. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16672. break;
  16673. case GN_CHANGEMATERIAL:
  16674. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16675. if (skill_changematerial_db[i].nameid == nameid) {
  16676. make_per = skill_changematerial_db[i].rate * 10;
  16677. break;
  16678. }
  16679. }
  16680. break;
  16681. case GN_S_PHARMACY:
  16682. {
  16683. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  16684. 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) +
  16685. (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)
  16686. switch(nameid){// difficulty factor
  16687. case ITEMID_HP_INCREASE_POTION_SMALL:
  16688. case ITEMID_SP_INCREASE_POTION_SMALL:
  16689. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  16690. difficulty += 10;
  16691. break;
  16692. case ITEMID_BOMB_MUSHROOM_SPORE:
  16693. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  16694. difficulty += 15;
  16695. break;
  16696. case ITEMID_BANANA_BOMB:
  16697. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  16698. case ITEMID_SP_INCREASE_POTION_LARGE:
  16699. case ITEMID_VITATA500:
  16700. difficulty += 20;
  16701. break;
  16702. case ITEMID_SEED_OF_HORNY_PLANT:
  16703. case ITEMID_BLOODSUCK_PLANT_SEED:
  16704. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  16705. difficulty += 30;
  16706. break;
  16707. case ITEMID_HP_INCREASE_POTION_LARGE:
  16708. case ITEMID_CURE_FREE:
  16709. difficulty += 40;
  16710. break;
  16711. }
  16712. if( make_per >= 400 && make_per > difficulty)
  16713. qty = 10;
  16714. else if( make_per >= 300 && make_per > difficulty)
  16715. qty = 7;
  16716. else if( make_per >= 100 && make_per > difficulty)
  16717. qty = 6;
  16718. else if( make_per >= 1 && make_per > difficulty)
  16719. qty = 5;
  16720. else
  16721. qty = 4;
  16722. make_per = 10000;
  16723. }
  16724. break;
  16725. case GN_MAKEBOMB:
  16726. case GN_MIX_COOKING:
  16727. {
  16728. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  16729. 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)
  16730. qty = ~(5 + rnd()%5) + 1;
  16731. switch(nameid){// difficulty factor
  16732. case ITEMID_APPLE_BOMB:
  16733. difficulty += 5;
  16734. break;
  16735. case ITEMID_COCONUT_BOMB:
  16736. case ITEMID_MELON_BOMB:
  16737. difficulty += 10;
  16738. break;
  16739. case ITEMID_SAVAGE_FULL_ROAST:
  16740. case ITEMID_COCKTAIL_WARG_BLOOD:
  16741. case ITEMID_MINOR_STEW:
  16742. case ITEMID_SIROMA_ICED_TEA:
  16743. case ITEMID_DROSERA_HERB_SALAD:
  16744. case ITEMID_PETITE_TAIL_NOODLES:
  16745. case ITEMID_PINEAPPLE_BOMB:
  16746. difficulty += 15;
  16747. break;
  16748. case ITEMID_BANANA_BOMB:
  16749. difficulty += 20;
  16750. break;
  16751. }
  16752. if( make_per >= 30 && make_per > difficulty)
  16753. qty = 10 + rnd()%2;
  16754. else if( make_per >= 10 && make_per > difficulty)
  16755. qty = 10;
  16756. else if( make_per == 10 && make_per > difficulty)
  16757. qty = 8;
  16758. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  16759. ;// Food/Bomb creation fails.
  16760. else if( make_per >= 30 && make_per < difficulty)
  16761. qty = 5;
  16762. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  16763. qty = ~qty + 1;
  16764. make_per = 0;
  16765. }
  16766. else
  16767. make_per = 10000;
  16768. qty = (skill_lv > 1 ? qty : 1);
  16769. }
  16770. break;
  16771. default:
  16772. if (sd->menuskill_id == AM_PHARMACY &&
  16773. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16774. { //Assume Cooking Dish
  16775. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16776. make_per = 10000; //100% Success
  16777. else
  16778. make_per = 1200 * (sd->menuskill_val - 10)
  16779. + 20 * (sd->status.base_level + 1)
  16780. + 20 * (status->dex + 1)
  16781. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16782. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16783. - 10 * (100 - status->luk + 1)
  16784. - 500 * (num - 1)
  16785. - 100 * (rnd()%4 + 1);
  16786. break;
  16787. }
  16788. make_per = 5000;
  16789. break;
  16790. }
  16791. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16792. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16793. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16794. 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
  16795. 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
  16796. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  16797. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  16798. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  16799. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  16800. if (battle_config.wp_rate != 100)
  16801. make_per = make_per * battle_config.wp_rate / 100;
  16802. }
  16803. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  16804. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  16805. if (make_per < 1) make_per = 1;
  16806. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  16807. struct item tmp_item;
  16808. memset(&tmp_item,0,sizeof(tmp_item));
  16809. tmp_item.nameid = nameid;
  16810. tmp_item.amount = 1;
  16811. tmp_item.identify = 1;
  16812. if (equip) {
  16813. tmp_item.card[0] = CARD0_FORGE;
  16814. tmp_item.card[1] = ((sc*5)<<8)+ele;
  16815. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16816. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16817. } else {
  16818. //Flag is only used on the end, so it can be used here. [Skotlex]
  16819. switch (skill_id) {
  16820. case BS_DAGGER:
  16821. case BS_SWORD:
  16822. case BS_TWOHANDSWORD:
  16823. case BS_AXE:
  16824. case BS_MACE:
  16825. case BS_KNUCKLE:
  16826. case BS_SPEAR:
  16827. flag = battle_config.produce_item_name_input&0x1;
  16828. break;
  16829. case AM_PHARMACY:
  16830. case AM_TWILIGHT1:
  16831. case AM_TWILIGHT2:
  16832. case AM_TWILIGHT3:
  16833. flag = battle_config.produce_item_name_input&0x2;
  16834. break;
  16835. case AL_HOLYWATER:
  16836. case AB_ANCILLA:
  16837. flag = battle_config.produce_item_name_input&0x8;
  16838. break;
  16839. case ASC_CDP:
  16840. flag = battle_config.produce_item_name_input&0x10;
  16841. break;
  16842. default:
  16843. flag = battle_config.produce_item_name_input&0x80;
  16844. break;
  16845. }
  16846. if (flag) {
  16847. tmp_item.card[0] = CARD0_CREATE;
  16848. tmp_item.card[1] = 0;
  16849. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16850. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16851. }
  16852. }
  16853. // if(log_config.produce > 0)
  16854. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  16855. //TODO update PICKLOG
  16856. if (equip) {
  16857. clif_produceeffect(sd,0,nameid);
  16858. clif_misceffect(&sd->bl,3);
  16859. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  16860. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  16861. } else {
  16862. int fame = 0;
  16863. tmp_item.amount = 0;
  16864. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  16865. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  16866. tmp_item.amount = qty;
  16867. break;
  16868. }
  16869. if (qty == 1 || rnd()%10000 < make_per) { //Success
  16870. tmp_item.amount++;
  16871. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  16872. continue;
  16873. if (skill_id != AM_PHARMACY &&
  16874. skill_id != AM_TWILIGHT1 &&
  16875. skill_id != AM_TWILIGHT2 &&
  16876. skill_id != AM_TWILIGHT3)
  16877. continue;
  16878. //Add fame as needed.
  16879. switch(++sd->potion_success_counter) {
  16880. case 3:
  16881. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  16882. break;
  16883. case 5:
  16884. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  16885. break;
  16886. case 7:
  16887. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  16888. break;
  16889. case 10:
  16890. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  16891. sd->potion_success_counter = 0;
  16892. break;
  16893. }
  16894. } else //Failure
  16895. sd->potion_success_counter = 0;
  16896. }
  16897. if (fame)
  16898. pc_addfame(sd,fame);
  16899. //Visual effects and the like.
  16900. switch (skill_id) {
  16901. case AM_PHARMACY:
  16902. case AM_TWILIGHT1:
  16903. case AM_TWILIGHT2:
  16904. case AM_TWILIGHT3:
  16905. case ASC_CDP:
  16906. clif_produceeffect(sd,2,nameid);
  16907. clif_misceffect(&sd->bl,5);
  16908. break;
  16909. case BS_IRON:
  16910. case BS_STEEL:
  16911. case BS_ENCHANTEDSTONE:
  16912. clif_produceeffect(sd,0,nameid);
  16913. clif_misceffect(&sd->bl,3);
  16914. break;
  16915. case RK_RUNEMASTERY:
  16916. case GC_CREATENEWPOISON:
  16917. clif_produceeffect(sd,2,nameid);
  16918. clif_misceffect(&sd->bl,5);
  16919. break;
  16920. default: //Those that don't require a skill?
  16921. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  16922. clif_specialeffect(&sd->bl, 608, AREA);
  16923. if (sd->cook_mastery < 1999)
  16924. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  16925. }
  16926. break;
  16927. }
  16928. }
  16929. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  16930. int j, k = 0;
  16931. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++)
  16932. if (skill_changematerial_db[i].nameid == nameid){
  16933. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  16934. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  16935. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  16936. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16937. clif_additem(sd,0,0,flag);
  16938. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16939. }
  16940. k++;
  16941. }
  16942. }
  16943. break;
  16944. }
  16945. if (k) {
  16946. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16947. return true;
  16948. }
  16949. } else if (tmp_item.amount) { //Success
  16950. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16951. clif_additem(sd,0,0,flag);
  16952. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16953. }
  16954. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY)
  16955. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16956. return true;
  16957. }
  16958. }
  16959. //Failure
  16960. // if(log_config.produce)
  16961. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  16962. //TODO update PICKLOG
  16963. if (equip) {
  16964. clif_produceeffect(sd,1,nameid);
  16965. clif_misceffect(&sd->bl,2);
  16966. } else {
  16967. switch (skill_id) {
  16968. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  16969. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  16970. case AM_PHARMACY:
  16971. case AM_TWILIGHT1:
  16972. case AM_TWILIGHT2:
  16973. case AM_TWILIGHT3:
  16974. clif_produceeffect(sd,3,nameid);
  16975. clif_misceffect(&sd->bl,6);
  16976. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  16977. break;
  16978. case BS_IRON:
  16979. case BS_STEEL:
  16980. case BS_ENCHANTEDSTONE:
  16981. clif_produceeffect(sd,1,nameid);
  16982. clif_misceffect(&sd->bl,2);
  16983. break;
  16984. case RK_RUNEMASTERY:
  16985. case GC_CREATENEWPOISON:
  16986. clif_produceeffect(sd,3,nameid);
  16987. clif_misceffect(&sd->bl,6);
  16988. break;
  16989. case GN_MIX_COOKING:
  16990. {
  16991. struct item tmp_item;
  16992. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  16993. int rate = rnd()%500;
  16994. memset(&tmp_item,0,sizeof(tmp_item));
  16995. if (rate < 50) i = 4;
  16996. else if (rate < 100) i = 2+rnd()%1;
  16997. else if (rate < 250) i = 1;
  16998. else if (rate < 500) i = 0;
  16999. tmp_item.nameid = compensation[i];
  17000. tmp_item.amount = qty;
  17001. tmp_item.identify = 1;
  17002. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17003. clif_additem(sd,0,0,flag);
  17004. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17005. }
  17006. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17007. }
  17008. break;
  17009. case GN_MAKEBOMB:
  17010. case GN_S_PHARMACY:
  17011. case GN_CHANGEMATERIAL:
  17012. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17013. break;
  17014. default:
  17015. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17016. clif_specialeffect(&sd->bl, 609, AREA);
  17017. if (sd->cook_mastery > 0)
  17018. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17019. }
  17020. break;
  17021. }
  17022. }
  17023. return false;
  17024. }
  17025. /**
  17026. * Attempt to create arrow by specified material
  17027. * @param sd Player
  17028. * @param nameid Item ID of material
  17029. * @return True if created, False is failed
  17030. */
  17031. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17032. {
  17033. short i, j, idx = -1;
  17034. struct item tmp_item;
  17035. nullpo_ret(sd);
  17036. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17037. return false;
  17038. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17039. if (nameid == skill_arrow_db[i].nameid) {
  17040. idx = i;
  17041. break;
  17042. }
  17043. }
  17044. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17045. return false;
  17046. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17047. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17048. char flag = 0;
  17049. 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)
  17050. continue;
  17051. memset(&tmp_item,0,sizeof(tmp_item));
  17052. tmp_item.identify = 1;
  17053. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17054. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17055. if (battle_config.produce_item_name_input&0x4) {
  17056. tmp_item.card[0] = CARD0_CREATE;
  17057. tmp_item.card[1] = 0;
  17058. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17059. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17060. }
  17061. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17062. clif_additem(sd,0,0,flag);
  17063. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17064. }
  17065. }
  17066. return true;
  17067. }
  17068. /**
  17069. * Enchant weapon with poison
  17070. * @param sd Player
  17071. * @nameid Item ID of poison type
  17072. */
  17073. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17074. {
  17075. sc_type type;
  17076. int chance, i;
  17077. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17078. char output[CHAT_SIZE_MAX];
  17079. const char *msg;
  17080. nullpo_ret(sd);
  17081. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17082. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17083. return 0;
  17084. }
  17085. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17086. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17087. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17088. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17089. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  17090. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17091. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  17092. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  17093. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17094. default:
  17095. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17096. return 0;
  17097. }
  17098. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17099. 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
  17100. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17101. sprintf(output, msg_txt(sd,721), msg);
  17102. clif_colormes(sd,color_table[COLOR_WHITE],output);
  17103. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17104. clif_msg(sd,msg);
  17105. #endif*/
  17106. return 0;
  17107. }
  17108. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17109. {
  17110. struct status_change *sc = status_get_sc(bl);
  17111. // non-offensive and non-magic skills do not affect the status
  17112. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17113. return;
  17114. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17115. if (sc->data[SC_MAGICPOWER]->val4) {
  17116. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17117. } else {
  17118. sc->data[SC_MAGICPOWER]->val4 = 1;
  17119. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17120. #ifndef RENEWAL
  17121. if(bl->type == BL_PC){// update current display.
  17122. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17123. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17124. }
  17125. #endif
  17126. }
  17127. }
  17128. }
  17129. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17130. int x, y, i, class_, skill;
  17131. struct mob_data *md;
  17132. nullpo_ret(sd);
  17133. skill = sd->menuskill_val;
  17134. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17135. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17136. return 0;
  17137. }
  17138. // Spawn Position
  17139. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17140. x = sd->sc.comet_x;
  17141. y = sd->sc.comet_y;
  17142. sd->sc.comet_x = sd->sc.comet_y = 0;
  17143. sd->menuskill_val = 0;
  17144. // Item picked decides the mob class
  17145. switch(nameid) {
  17146. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17147. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17148. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17149. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17150. default:
  17151. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17152. return 0;
  17153. }
  17154. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17155. if( md ) {
  17156. struct unit_data *ud = unit_bl2ud(&md->bl);
  17157. md->master_id = sd->bl.id;
  17158. md->special_state.ai = AI_FAW;
  17159. if(ud) {
  17160. ud->skill_id = NC_MAGICDECOY;
  17161. ud->skill_lv = skill;
  17162. }
  17163. if( md->deletetimer != INVALID_TIMER )
  17164. delete_timer(md->deletetimer, mob_timer_delete);
  17165. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17166. mob_spawn(md);
  17167. }
  17168. return 0;
  17169. }
  17170. // Warlock Spellbooks. [LimitLine/3CeAM]
  17171. void skill_spellbook (struct map_session_data *sd, unsigned short nameid) {
  17172. int i, max_preserve, skill_id, point;
  17173. struct status_change *sc;
  17174. nullpo_retv(sd);
  17175. sc = status_get_sc(&sd->bl);
  17176. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17177. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17178. if( sc && !sc->data[i] )
  17179. break;
  17180. }
  17181. if( i > SC_MAXSPELLBOOK ) {
  17182. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17183. return;
  17184. }
  17185. if (!skill_spellbook_count)
  17186. return;
  17187. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17188. if( i == MAX_SKILL_SPELLBOOK_DB )
  17189. return;
  17190. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17191. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17192. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17193. return;
  17194. }
  17195. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17196. point = skill_spellbook_db[i].point;
  17197. if( sc && sc->data[SC_READING_SB] ) {
  17198. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
  17199. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17200. return;
  17201. }
  17202. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17203. if( !sc->data[i] ){
  17204. sc->data[SC_READING_SB]->val2 += point; // increase points
  17205. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17206. break;
  17207. }
  17208. }
  17209. } else {
  17210. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  17211. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17212. }
  17213. // Reading Spell Book SP cost same as the sealed spell.
  17214. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17215. }
  17216. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17217. int lv, prob, aslvl = 0;
  17218. uint16 sk_idx = 0;
  17219. nullpo_ret(sd);
  17220. if (sd->sc.data[SC_STOP]) {
  17221. aslvl = sd->sc.data[SC_STOP]->val1;
  17222. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17223. }
  17224. if (!skill_id || (sk_idx = skill_get_index(skill_id)))
  17225. return 0;
  17226. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || sd->status.skill[sk_idx].id == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  17227. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17228. return 0;
  17229. }
  17230. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17231. lv = min(lv,sd->status.skill[sk_idx].lv);
  17232. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17233. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,skill_id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17234. return 0;
  17235. }
  17236. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17237. int i;
  17238. nullpo_ret(sd);
  17239. nullpo_ret(item_list);
  17240. if( n <= 0 )
  17241. return 1;
  17242. for( i = 0; i < n; i++ ) {
  17243. unsigned short nameid;
  17244. int add_amount, del_amount, idx, product;
  17245. struct item tmp_item;
  17246. idx = item_list[i*2+0]-2;
  17247. del_amount = item_list[i*2+1];
  17248. if( skill_lv == 2 )
  17249. del_amount -= (del_amount % 10);
  17250. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17251. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17252. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17253. return 1;
  17254. }
  17255. switch( nameid ) {
  17256. // Level 1
  17257. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17258. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17259. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17260. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17261. // Level 2
  17262. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17263. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17264. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17265. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17266. default:
  17267. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17268. return 1;
  17269. }
  17270. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17271. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17272. return 1;
  17273. }
  17274. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17275. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17276. return 1;
  17277. }
  17278. memset(&tmp_item,0,sizeof(tmp_item));
  17279. tmp_item.nameid = product;
  17280. tmp_item.amount = add_amount;
  17281. tmp_item.identify = 1;
  17282. if( tmp_item.amount ) {
  17283. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17284. if( flag != 0 ) {
  17285. clif_additem(sd,0,0,flag);
  17286. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17287. }
  17288. }
  17289. }
  17290. return 0;
  17291. }
  17292. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17293. int i, j, k, c, p = 0, amount;
  17294. unsigned short nameid;
  17295. nullpo_ret(sd);
  17296. nullpo_ret(item_list);
  17297. // Search for objects that can be created.
  17298. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17299. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17300. p = 0;
  17301. do {
  17302. c = 0;
  17303. // Verification of overlap between the objects required and the list submitted.
  17304. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17305. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17306. for( k = 0; k < n; k++ ) {
  17307. int idx = item_list[k*2+0]-2;
  17308. nameid = sd->status.inventory[idx].nameid;
  17309. amount = item_list[k*2+1];
  17310. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17311. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17312. return 0;
  17313. }
  17314. 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]
  17315. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17316. c++; // match
  17317. }
  17318. }
  17319. else
  17320. break; // No more items required
  17321. }
  17322. p++;
  17323. } while(n == j && c == n);
  17324. p--;
  17325. if ( p > 0 ) {
  17326. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  17327. return 1;
  17328. }
  17329. }
  17330. }
  17331. if( p == 0)
  17332. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17333. return 0;
  17334. }
  17335. /**
  17336. * For Royal Guard's LG_TRAMPLE
  17337. */
  17338. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17339. {
  17340. struct skill_unit *su = (struct skill_unit *)bl;
  17341. struct skill_unit_group *sg = NULL;
  17342. unsigned int tick;
  17343. nullpo_ret(su);
  17344. tick = va_arg(ap, unsigned int);
  17345. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17346. switch( sg->unit_id ) {
  17347. case UNT_CLAYMORETRAP:
  17348. case UNT_FIRINGTRAP:
  17349. case UNT_ICEBOUNDTRAP:
  17350. 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);
  17351. break;
  17352. case UNT_LANDMINE:
  17353. case UNT_BLASTMINE:
  17354. case UNT_SHOCKWAVE:
  17355. case UNT_SANDMAN:
  17356. case UNT_FLASHER:
  17357. case UNT_FREEZINGTRAP:
  17358. case UNT_CLUSTERBOMB:
  17359. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17360. break;
  17361. }
  17362. // Traps aren't recovered.
  17363. skill_delunit(su);
  17364. }
  17365. return 0;
  17366. }
  17367. /*==========================================
  17368. *
  17369. *------------------------------------------*/
  17370. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17371. int i;
  17372. nullpo_retr(-1, sd);
  17373. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17374. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17375. }
  17376. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17377. struct map_session_data *sd = map_id2sd(id);
  17378. int i = (int)data;
  17379. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17380. return 0;
  17381. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17382. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17383. return 0;
  17384. }
  17385. aFree(sd->scd[i]);
  17386. sd->scd[i] = NULL;
  17387. return 1;
  17388. }
  17389. /**
  17390. * Flags a singular skill as being blocked from persistent usage.
  17391. * @param sd the player the skill delay affects
  17392. * @param skill_id the skill which should be delayed
  17393. * @param tick the length of time the delay should last
  17394. * @param load whether this assignment is being loaded upon player login
  17395. * @return 0 if successful, -1 otherwise
  17396. */
  17397. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17398. int i;
  17399. nullpo_retr(-1, sd);
  17400. if (!skill_id || tick < 1)
  17401. return -1;
  17402. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17403. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17404. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17405. aFree(sd->scd[i]);
  17406. sd->scd[i] = NULL;
  17407. }
  17408. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17409. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17410. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17411. sd->scd[i]->skill_id = skill_id;
  17412. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17413. if (battle_config.display_status_timers && tick > 0)
  17414. clif_skill_cooldown(sd, skill_id, tick);
  17415. return 1;
  17416. } else {
  17417. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17418. return 0;
  17419. }
  17420. }
  17421. int skill_blockpc_clear(struct map_session_data *sd) {
  17422. int i;
  17423. nullpo_ret(sd);
  17424. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17425. if (!sd->scd[i])
  17426. continue;
  17427. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17428. aFree(sd->scd[i]);
  17429. sd->scd[i] = NULL;
  17430. }
  17431. return 1;
  17432. }
  17433. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17434. {
  17435. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17436. if (data <= 0 || data >= SKILL_MAX_DB())
  17437. return 0;
  17438. if (hd)
  17439. hd->blockskill[data] = 0;
  17440. return 1;
  17441. }
  17442. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17443. {
  17444. uint16 idx = skill_get_index(skill_id);
  17445. nullpo_retr(-1, hd);
  17446. if (!idx)
  17447. return -1;
  17448. if (tick < 1) {
  17449. hd->blockskill[idx] = 0;
  17450. return -1;
  17451. }
  17452. hd->blockskill[idx] = 1;
  17453. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17454. }
  17455. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17456. {
  17457. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17458. if( data <= 0 || data >= SKILL_MAX_DB() )
  17459. return 0;
  17460. if( md )
  17461. md->blockskill[data] = 0;
  17462. return 1;
  17463. }
  17464. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17465. {
  17466. uint16 idx = skill_get_index(skill_id);
  17467. nullpo_retr(-1, md);
  17468. if( !idx )
  17469. return -1;
  17470. if( tick < 1 ) {
  17471. md->blockskill[idx] = 0;
  17472. return -1;
  17473. }
  17474. md->blockskill[idx] = 1;
  17475. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17476. }
  17477. /**
  17478. * Adds a new skill unit entry for this player to recast after map load
  17479. */
  17480. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  17481. struct skill_usave * sus = NULL;
  17482. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  17483. idb_remove(skillusave_db,sd->status.char_id);
  17484. }
  17485. CREATE(sus, struct skill_usave, 1);
  17486. idb_put(skillusave_db, sd->status.char_id, sus);
  17487. sus->skill_id = skill_id;
  17488. sus->skill_lv = skill_lv;
  17489. return;
  17490. }
  17491. void skill_usave_trigger(struct map_session_data *sd) {
  17492. struct skill_usave * sus = NULL;
  17493. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) )
  17494. return;
  17495. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  17496. idb_remove(skillusave_db,sd->status.char_id);
  17497. return;
  17498. }
  17499. /*
  17500. *
  17501. */
  17502. int skill_split_str (char *str, char **val, int num)
  17503. {
  17504. int i;
  17505. for( i = 0; i < num && str; i++ ) {
  17506. val[i] = str;
  17507. str = strchr(str,',');
  17508. if( str )
  17509. *str++ = 0;
  17510. }
  17511. return i;
  17512. }
  17513. /**
  17514. * Split the string with ':' as separator and put each value for a skilllv
  17515. * if no more value found put the latest to fill the array
  17516. * @param str : string to split
  17517. * @param val : array of MAX_SKILL_LEVEL to put value into
  17518. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  17519. */
  17520. int skill_split_atoi (char *str, int *val)
  17521. {
  17522. int i, j, step = 1;
  17523. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  17524. if (!str) break;
  17525. val[i] = atoi(str);
  17526. str = strchr(str,':');
  17527. if (str)
  17528. *str++=0;
  17529. }
  17530. if(i==0) //No data found.
  17531. return 0;
  17532. if(i==1) { //Single value, have the whole range have the same value.
  17533. for (; i < MAX_SKILL_LEVEL; i++)
  17534. val[i] = val[i-1];
  17535. return i;
  17536. }
  17537. //Check for linear change with increasing steps until we reach half of the data acquired.
  17538. for (step = 1; step <= i/2; step++) {
  17539. int diff = val[i-1] - val[i-step-1];
  17540. for(j = i-1; j >= step; j--)
  17541. if ((val[j]-val[j-step]) != diff)
  17542. break;
  17543. if (j>=step) //No match, try next step.
  17544. continue;
  17545. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17546. val[i] = val[i-step]+diff;
  17547. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17548. { val[i] = 1; diff = 0; step = 1; }
  17549. }
  17550. return i;
  17551. }
  17552. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17553. for (;i<MAX_SKILL_LEVEL; i++)
  17554. val[i] = val[i-1];
  17555. return i;
  17556. }
  17557. /*
  17558. *
  17559. */
  17560. void skill_init_unit_layout (void) {
  17561. int i,j,pos = 0;
  17562. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17563. // standard square layouts go first
  17564. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17565. int size = i*2+1;
  17566. skill_unit_layout[i].count = size*size;
  17567. for (j=0; j<size*size; j++) {
  17568. skill_unit_layout[i].dx[j] = (j%size-i);
  17569. skill_unit_layout[i].dy[j] = (j/size-i);
  17570. }
  17571. }
  17572. // afterwards add special ones
  17573. pos = i;
  17574. for (i = 0; i < SKILL_MAX_DB(); i++) {
  17575. uint16 skill_id = 0;
  17576. if (!skill_db[i])
  17577. continue;
  17578. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  17579. continue;
  17580. skill_id = skill_idx2id(i);
  17581. if( skill_id == EL_FIRE_MANTLE ) {
  17582. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17583. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17584. skill_unit_layout[pos].count = 8;
  17585. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17586. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17587. } else {
  17588. switch (skill_id) {
  17589. case MG_FIREWALL:
  17590. case WZ_ICEWALL:
  17591. case WL_EARTHSTRAIN:
  17592. case RL_FIRE_RAIN:
  17593. // these will be handled later
  17594. break;
  17595. case PR_SANCTUARY:
  17596. case NPC_EVILLAND: {
  17597. static const int dx[] = {
  17598. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17599. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17600. static const int dy[]={
  17601. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17602. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17603. skill_unit_layout[pos].count = 21;
  17604. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17605. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17606. }
  17607. break;
  17608. case PR_MAGNUS: {
  17609. static const int dx[] = {
  17610. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17611. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17612. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17613. static const int dy[] = {
  17614. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17615. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17616. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17617. skill_unit_layout[pos].count = 33;
  17618. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17619. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17620. }
  17621. break;
  17622. case AS_VENOMDUST: {
  17623. static const int dx[] = {-1, 0, 0, 0, 1};
  17624. static const int dy[] = { 0,-1, 0, 1, 0};
  17625. skill_unit_layout[pos].count = 5;
  17626. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17627. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17628. }
  17629. break;
  17630. case CR_GRANDCROSS:
  17631. case NPC_GRANDDARKNESS: {
  17632. static const int dx[] = {
  17633. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  17634. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  17635. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  17636. static const int dy[] = {
  17637. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  17638. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  17639. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  17640. skill_unit_layout[pos].count = 29;
  17641. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17642. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17643. }
  17644. break;
  17645. case PF_FOGWALL: {
  17646. static const int dx[] = {
  17647. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17648. static const int dy[] = {
  17649. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  17650. skill_unit_layout[pos].count = 15;
  17651. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17652. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17653. }
  17654. break;
  17655. case PA_GOSPEL: {
  17656. static const int dx[] = {
  17657. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17658. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17659. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  17660. -1, 0, 1};
  17661. static const int dy[] = {
  17662. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17663. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17664. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  17665. 3, 3, 3};
  17666. skill_unit_layout[pos].count = 33;
  17667. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17668. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17669. }
  17670. break;
  17671. case NJ_KAENSIN: {
  17672. 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};
  17673. 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};
  17674. skill_unit_layout[pos].count = 24;
  17675. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17676. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17677. }
  17678. break;
  17679. case NJ_TATAMIGAESHI: {
  17680. //Level 1 (count 4, cross of 3x3)
  17681. static const int dx1[] = {-1, 1, 0, 0};
  17682. static const int dy1[] = { 0, 0,-1, 1};
  17683. //Level 2-3 (count 8, cross of 5x5)
  17684. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  17685. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  17686. //Level 4-5 (count 12, cross of 7x7
  17687. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  17688. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  17689. //lv1
  17690. j = 0;
  17691. skill_unit_layout[pos].count = 4;
  17692. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  17693. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  17694. skill_db[i]->unit_layout_type[j] = pos;
  17695. //lv2/3
  17696. j++;
  17697. pos++;
  17698. skill_unit_layout[pos].count = 8;
  17699. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  17700. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  17701. skill_db[i]->unit_layout_type[j] = pos;
  17702. skill_db[i]->unit_layout_type[++j] = pos;
  17703. //lv4/5
  17704. j++;
  17705. pos++;
  17706. skill_unit_layout[pos].count = 12;
  17707. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  17708. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  17709. skill_db[i]->unit_layout_type[j] = pos;
  17710. skill_db[i]->unit_layout_type[++j] = pos;
  17711. //Fill in the rest using lv 5.
  17712. for (;j<MAX_SKILL_LEVEL;j++)
  17713. skill_db[i]->unit_layout_type[j] = pos;
  17714. //Skip, this way the check below will fail and continue to the next skill.
  17715. pos++;
  17716. }
  17717. break;
  17718. case GN_WALLOFTHORN: {
  17719. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  17720. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  17721. skill_unit_layout[pos].count = 16;
  17722. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17723. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17724. }
  17725. break;
  17726. default:
  17727. ShowError("unknown unit layout at skill %d\n",i);
  17728. break;
  17729. }
  17730. }
  17731. if (!skill_unit_layout[pos].count)
  17732. continue;
  17733. for (j=0;j<MAX_SKILL_LEVEL;j++)
  17734. skill_db[i]->unit_layout_type[j] = pos;
  17735. pos++;
  17736. }
  17737. // firewall and icewall have 8 layouts (direction-dependent)
  17738. firewall_unit_pos = pos;
  17739. for (i=0;i<8;i++) {
  17740. if (i&1) {
  17741. skill_unit_layout[pos].count = 5;
  17742. if (i&0x2) {
  17743. int dx[] = {-1,-1, 0, 0, 1};
  17744. int dy[] = { 1, 0, 0,-1,-1};
  17745. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17746. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17747. } else {
  17748. int dx[] = { 1, 1 ,0, 0,-1};
  17749. int dy[] = { 1, 0, 0,-1,-1};
  17750. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17751. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17752. }
  17753. } else {
  17754. skill_unit_layout[pos].count = 3;
  17755. if (i%4==0) {
  17756. int dx[] = {-1, 0, 1};
  17757. int dy[] = { 0, 0, 0};
  17758. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17759. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17760. } else {
  17761. int dx[] = { 0, 0, 0};
  17762. int dy[] = {-1, 0, 1};
  17763. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17764. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17765. }
  17766. }
  17767. pos++;
  17768. }
  17769. icewall_unit_pos = pos;
  17770. for (i=0;i<8;i++) {
  17771. skill_unit_layout[pos].count = 5;
  17772. if (i&1) {
  17773. if (i&0x2) {
  17774. int dx[] = {-2,-1, 0, 1, 2};
  17775. int dy[] = { 2, 1, 0,-1,-2};
  17776. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17777. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17778. } else {
  17779. int dx[] = { 2, 1 ,0,-1,-2};
  17780. int dy[] = { 2, 1, 0,-1,-2};
  17781. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17782. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17783. }
  17784. } else {
  17785. if (i%4==0) {
  17786. int dx[] = {-2,-1, 0, 1, 2};
  17787. int dy[] = { 0, 0, 0, 0, 0};
  17788. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17789. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17790. } else {
  17791. int dx[] = { 0, 0, 0, 0, 0};
  17792. int dy[] = {-2,-1, 0, 1, 2};
  17793. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17794. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17795. }
  17796. }
  17797. pos++;
  17798. }
  17799. earthstrain_unit_pos = pos;
  17800. for( i = 0; i < 8; i++ )
  17801. { // For each Direction
  17802. skill_unit_layout[pos].count = 15;
  17803. switch( i )
  17804. {
  17805. case 0: case 1: case 3: case 4: case 5: case 7:
  17806. {
  17807. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17808. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17809. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17810. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17811. }
  17812. break;
  17813. case 2:
  17814. case 6:
  17815. {
  17816. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17817. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17818. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17819. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17820. }
  17821. break;
  17822. }
  17823. pos++;
  17824. }
  17825. firerain_unit_pos = pos;
  17826. for( i = 0; i < 8; i++ ) {
  17827. skill_unit_layout[pos].count = 3;
  17828. switch( i ) {
  17829. case 0: case 1: case 3: case 4: case 5: case 7:
  17830. {
  17831. static const int dx[] = {-1, 0, 1};
  17832. static const int dy[] = { 0, 0, 0};
  17833. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17834. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17835. }
  17836. break;
  17837. case 2:
  17838. case 6:
  17839. {
  17840. static const int dx[] = { 0, 0, 0};
  17841. static const int dy[] = {-1, 0, 1};
  17842. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17843. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17844. }
  17845. break;
  17846. }
  17847. pos++;
  17848. }
  17849. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  17850. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17851. }
  17852. void skill_init_nounit_layout (void) {
  17853. int i, pos = 0;
  17854. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  17855. overbrand_nounit_pos = pos;
  17856. for( i = 0; i < 8; i++ ) {
  17857. if( i&1 ) {
  17858. skill_nounit_layout[pos].count = 33;
  17859. if( i&2 ) {
  17860. if( i&4 ) { // 7
  17861. 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};
  17862. 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};
  17863. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17864. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17865. } else { // 3
  17866. 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};
  17867. 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};
  17868. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17869. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17870. }
  17871. } else {
  17872. if( i&4 ) { // 5
  17873. 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};
  17874. 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};
  17875. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17876. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17877. } else { // 1
  17878. 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};
  17879. 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};
  17880. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17881. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17882. }
  17883. }
  17884. } else {
  17885. skill_nounit_layout[pos].count = 21;
  17886. if( i&2 ) {
  17887. if( i&4 ) { // 6
  17888. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  17889. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17890. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17891. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17892. } else { // 2
  17893. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  17894. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17895. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17896. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17897. }
  17898. } else {
  17899. if( i&4 ) { // 4
  17900. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17901. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  17902. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17903. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17904. } else { // 0
  17905. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17906. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  17907. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17908. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17909. }
  17910. }
  17911. }
  17912. pos++;
  17913. }
  17914. overbrand_brandish_nounit_pos = pos;
  17915. for( i = 0; i < 8; i++ ) {
  17916. if( i&1 ) {
  17917. skill_nounit_layout[pos].count = 74;
  17918. if( i&2 ) {
  17919. if( i&4 ) { // 7
  17920. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17921. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  17922. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  17923. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17924. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17925. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17926. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17927. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17928. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17929. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17930. } else { // 3
  17931. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17932. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17933. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17934. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17935. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17936. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17937. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17938. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17939. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17940. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17941. }
  17942. } else {
  17943. if( i&4 ) { // 5
  17944. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17945. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17946. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17947. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17948. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17949. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17950. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17951. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17952. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17953. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17954. } else { // 1
  17955. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17956. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17957. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17958. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17959. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17960. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  17961. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  17962. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17963. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17964. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17965. }
  17966. }
  17967. } else {
  17968. skill_nounit_layout[pos].count = 44;
  17969. if( i&2 ) {
  17970. if( i&4 ) { // 6
  17971. 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};
  17972. 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};
  17973. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17974. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17975. } else { // 2
  17976. 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};
  17977. 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};
  17978. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17979. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17980. }
  17981. } else {
  17982. if( i&4 ) { // 4
  17983. 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};
  17984. 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};
  17985. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17986. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17987. } else { // 0
  17988. 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};
  17989. 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};
  17990. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17991. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17992. }
  17993. }
  17994. }
  17995. pos++;
  17996. }
  17997. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  17998. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17999. }
  18000. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18001. int inf = 0;
  18002. int inf3 = 0;
  18003. struct status_change *sc = status_get_sc(bl);
  18004. if( !sc || !bl || !skill_id )
  18005. return 0; // Can do it
  18006. inf3 = skill_get_inf3(skill_id);
  18007. switch (type) {
  18008. case SC_ANKLE:
  18009. if (skill_id == AL_TELEPORT)
  18010. return 1;
  18011. break;
  18012. case SC_STASIS:
  18013. inf = skill_get_inf2(skill_id);
  18014. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  18015. return 1; // Can't do it.
  18016. if( inf3&INF3_STATIS_BL)
  18017. return 1;
  18018. break;
  18019. case SC_KAGEHUMI:
  18020. if( inf3&INF3_KAGEHUMI_BL)
  18021. return 1;
  18022. break;
  18023. }
  18024. return 0;
  18025. }
  18026. /* Determines whether a skill is currently active or not
  18027. * Used for purposes of cancelling SP usage when disabling a skill
  18028. */
  18029. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18030. {
  18031. switch( skill_id ) { //HP & SP Consumption Check
  18032. case BS_MAXIMIZE:
  18033. case NV_TRICKDEAD:
  18034. case TF_HIDING:
  18035. case AS_CLOAKING:
  18036. case GC_CLOAKINGEXCEED:
  18037. case ST_CHASEWALK:
  18038. case CR_DEFENDER:
  18039. case CR_SHRINK:
  18040. case CR_AUTOGUARD:
  18041. case ML_DEFENDER:
  18042. case ML_AUTOGUARD:
  18043. case PA_GOSPEL:
  18044. case GS_GATLINGFEVER:
  18045. case TK_READYCOUNTER:
  18046. case TK_READYDOWN:
  18047. case TK_READYSTORM:
  18048. case TK_READYTURN:
  18049. case TK_RUN:
  18050. case SG_FUSION:
  18051. case KO_YAMIKUMO:
  18052. case RA_WUGDASH:
  18053. case RA_CAMOUFLAGE:
  18054. if( sc->data[status_skill2sc(skill_id)] )
  18055. return 1;
  18056. break;
  18057. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18058. case NC_NEUTRALBARRIER:
  18059. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18060. return 1;
  18061. break;
  18062. case NC_STEALTHFIELD:
  18063. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18064. return 1;
  18065. break;
  18066. }
  18067. return 0;
  18068. }
  18069. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18070. int type = 0;
  18071. switch( skill_id ) {
  18072. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18073. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18074. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18075. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18076. }
  18077. type += skill_lv - 1;
  18078. return type;
  18079. }
  18080. /*==========================================
  18081. * sub-function of DB reading.
  18082. * skill_db.txt
  18083. *------------------------------------------*/
  18084. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18085. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18086. uint16 skill_id = atoi(split[0]);
  18087. uint16 idx = skill_get_index2(skill_id);
  18088. if (!idx) {
  18089. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18090. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18091. return false;
  18092. }
  18093. idx = skill_db_create(skill_id);
  18094. }
  18095. skill_split_atoi(split[1],skill_db[idx]->range);
  18096. skill_db[idx]->hit = atoi(split[2]);
  18097. skill_db[idx]->inf = atoi(split[3]);
  18098. skill_split_atoi(split[4],skill_db[idx]->element);
  18099. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18100. skill_split_atoi(split[6],skill_db[idx]->splash);
  18101. skill_db[idx]->max = atoi(split[7]);
  18102. skill_split_atoi(split[8],skill_db[idx]->num);
  18103. if( strcmpi(split[9],"yes") == 0 )
  18104. skill_db[idx]->castcancel = true;
  18105. else
  18106. skill_db[idx]->castcancel = false;
  18107. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18108. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18109. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18110. if( strcmpi(split[13],"weapon") == 0 )
  18111. skill_db[idx]->skill_type = BF_WEAPON;
  18112. else if( strcmpi(split[13],"magic") == 0 )
  18113. skill_db[idx]->skill_type = BF_MAGIC;
  18114. else if( strcmpi(split[13],"misc") == 0 )
  18115. skill_db[idx]->skill_type = BF_MISC;
  18116. else
  18117. skill_db[idx]->skill_type = 0;
  18118. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18119. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18120. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18121. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18122. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18123. return true;
  18124. }
  18125. /**
  18126. * Split string to int by constanta value (const.txt) or atoi()
  18127. * @param *str: String input
  18128. * @param *val: Temporary storage
  18129. * @param *delim: Delimiter (for multiple value support)
  18130. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18131. * @param max: Maximum number that can be allocated
  18132. * @return count: Number of success
  18133. */
  18134. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18135. uint8 i = 0;
  18136. char *p = strtok(str, delim);
  18137. while (p != NULL) {
  18138. int n = min_value;
  18139. trim(p);
  18140. if (ISDIGIT(p[0])) // If using numeric
  18141. n = atoi(p);
  18142. else if (!script_get_constant(p, &n)) { // If using constant value
  18143. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18144. p = strtok(NULL, delim);
  18145. continue;
  18146. }
  18147. if (n > min_value) {
  18148. val[i] = n;
  18149. i++;
  18150. if (i >= max)
  18151. break;
  18152. }
  18153. p = strtok(NULL, delim);
  18154. }
  18155. return i;
  18156. }
  18157. /// Clear status data from skill requirement
  18158. static void skill_destroy_requirement(uint16 idx) {
  18159. if (skill_db[idx]->require.status_count)
  18160. aFree(skill_db[idx]->require.status);
  18161. skill_db[idx]->require.status = NULL;
  18162. skill_db[idx]->require.status_count = 0;
  18163. if (skill_db[idx]->require.eqItem_count)
  18164. aFree(skill_db[idx]->require.eqItem);
  18165. skill_db[idx]->require.eqItem = NULL;
  18166. skill_db[idx]->require.eqItem_count = 0;
  18167. }
  18168. /**
  18169. * Read skill requirement from skill_require_db.txt
  18170. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuss,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  18171. */
  18172. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18173. {
  18174. char* p;
  18175. uint16 skill_id = atoi(split[0]), idx, i;
  18176. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18177. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18178. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18179. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18180. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18181. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18182. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18183. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18184. p = split[7];
  18185. while (p) {
  18186. int l = atoi(p);
  18187. if( l == 99 ) { // Any weapon
  18188. skill_db[idx]->require.weapon = 0;
  18189. break;
  18190. } else
  18191. skill_db[idx]->require.weapon |= 1<<l;
  18192. p = strchr(p,':');
  18193. if(!p)
  18194. break;
  18195. p++;
  18196. }
  18197. //Ammo type that required, see doc/item_db for ammo types (View column)
  18198. p = split[8];
  18199. while (p) {
  18200. int l = atoi(p);
  18201. if( l == 99 ) { // Any ammo type
  18202. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18203. break;
  18204. } else if( l ) // 0 stands for no requirement
  18205. skill_db[idx]->require.ammo |= 1<<l;
  18206. p = strchr(p,':');
  18207. if( !p )
  18208. break;
  18209. p++;
  18210. }
  18211. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18212. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18213. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18214. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18215. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18216. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18217. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18218. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18219. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18220. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18221. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18222. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18223. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18224. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18225. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18226. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18227. //Status requirements
  18228. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18229. trim(split[11]);
  18230. if (split[11][0] != '\0' || atoi(split[11])) {
  18231. int require[MAX_SKILL_STATUS_REQUIRE];
  18232. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18233. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18234. for (i = 0; i < skill_db[idx]->require.status_count; i++)
  18235. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18236. }
  18237. }
  18238. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18239. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18240. skill_db[idx]->require.itemid[i] = atoi(split[13+ 2*i]);
  18241. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  18242. }
  18243. //Equipped Item requirements.
  18244. //NOTE: We don't check the item is exist or not here
  18245. trim(split[33]);
  18246. if (split[33][0] != '\0' || atoi(split[33])) {
  18247. int require[MAX_SKILL_EQUIP_REQUIRE];
  18248. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18249. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  18250. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++)
  18251. skill_db[idx]->require.eqItem[i] = require[i];
  18252. }
  18253. }
  18254. return true;
  18255. }
  18256. /** Reads skill cast db
  18257. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18258. */
  18259. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18260. {
  18261. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18262. skill_split_atoi(split[1],skill_db[idx]->cast);
  18263. skill_split_atoi(split[2],skill_db[idx]->delay);
  18264. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  18265. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  18266. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  18267. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  18268. #ifdef RENEWAL_CAST
  18269. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  18270. #endif
  18271. return true;
  18272. }
  18273. /** Reads skill cast no dex db
  18274. * Structure: SkillID,Cast,Delay (optional)
  18275. */
  18276. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18277. {
  18278. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18279. skill_db[idx]->castnodex = atoi(split[1]);
  18280. if( split[2] ) // optional column
  18281. skill_db[idx]->delaynodex = atoi(split[2]);
  18282. return true;
  18283. }
  18284. /** Reads skill no cast db
  18285. * Structure: SkillID,Flag
  18286. */
  18287. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18288. {
  18289. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18290. skill_db[idx]->nocast |= atoi(split[1]);
  18291. return true;
  18292. }
  18293. /** Reads skill unit db
  18294. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18295. */
  18296. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18297. {
  18298. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18299. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  18300. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  18301. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  18302. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  18303. skill_db[idx]->unit_interval = atoi(split[5]);
  18304. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18305. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18306. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  18307. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  18308. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  18309. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  18310. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  18311. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  18312. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18313. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  18314. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  18315. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  18316. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18317. skill_db[idx]->unit_target = BCT_NOENEMY;
  18318. //By default, target just characters.
  18319. skill_db[idx]->unit_target |= BL_CHAR;
  18320. if (skill_db[idx]->unit_flag&UF_NOPC)
  18321. skill_db[idx]->unit_target &= ~BL_PC;
  18322. if (skill_db[idx]->unit_flag&UF_NOMOB)
  18323. skill_db[idx]->unit_target &= ~BL_MOB;
  18324. if (skill_db[idx]->unit_flag&UF_SKILL)
  18325. skill_db[idx]->unit_target |= BL_SKILL;
  18326. return true;
  18327. }
  18328. /** Reads Produce db
  18329. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18330. */
  18331. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18332. {
  18333. unsigned short x, y;
  18334. unsigned short id = atoi(split[0]);
  18335. unsigned short nameid = 0;
  18336. bool found = false;
  18337. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18338. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18339. return false;
  18340. }
  18341. // Clear previous data, for importing support
  18342. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18343. // Import just for clearing/disabling from original data
  18344. if (!(nameid = atoi(split[1]))) {
  18345. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18346. return true;
  18347. }
  18348. if (!itemdb_exists(nameid)) {
  18349. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18350. return false;
  18351. }
  18352. skill_produce_db[id].nameid = nameid;
  18353. skill_produce_db[id].itemlv = atoi(split[2]);
  18354. skill_produce_db[id].req_skill = atoi(split[3]);
  18355. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18356. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18357. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18358. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18359. }
  18360. if (!found)
  18361. skill_produce_count++;
  18362. return true;
  18363. }
  18364. /** Reads create arrow db
  18365. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18366. */
  18367. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18368. {
  18369. unsigned short x, y, i, material_id = atoi(split[0]);
  18370. if (!(itemdb_exists(material_id))) {
  18371. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18372. return false;
  18373. }
  18374. //search if we override something, (if not i=last idx)
  18375. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18376. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18377. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18378. return false;
  18379. }
  18380. // Import just for clearing/disabling from original data
  18381. if (atoi(split[1]) == 0) {
  18382. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18383. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18384. return true;
  18385. }
  18386. skill_arrow_db[i].nameid = material_id;
  18387. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18388. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18389. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18390. }
  18391. if (i == skill_arrow_count)
  18392. skill_arrow_count++;
  18393. return true;
  18394. }
  18395. /** Reads Spell book db
  18396. * Structure: SkillID,PreservePoints,RequiredBook
  18397. */
  18398. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18399. {
  18400. unsigned short i,
  18401. skill_id = atoi(split[0]),
  18402. points = atoi(split[1]),
  18403. nameid = atoi(split[2]);
  18404. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18405. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18406. if (!skill_get_inf(skill_id))
  18407. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18408. else {
  18409. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18410. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18411. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18412. return false;
  18413. }
  18414. // Import just for clearing/disabling from original data
  18415. if (points == 0) {
  18416. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18417. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18418. return true;
  18419. }
  18420. skill_spellbook_db[i].skill_id = skill_id;
  18421. skill_spellbook_db[i].point = points;
  18422. skill_spellbook_db[i].nameid = nameid;
  18423. if (i == skill_spellbook_count)
  18424. skill_spellbook_count++;
  18425. return true;
  18426. }
  18427. return false;
  18428. }
  18429. /** Reads improvise db
  18430. * Structure: SkillID,Rate
  18431. */
  18432. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18433. {
  18434. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18435. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18436. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18437. return false;
  18438. }
  18439. if ( !skill_get_inf(skill_id) ) {
  18440. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18441. return false;
  18442. }
  18443. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  18444. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  18445. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  18446. return false;
  18447. }
  18448. // Import just for clearing/disabling from original data
  18449. if (per == 0) {
  18450. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  18451. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  18452. return true;
  18453. }
  18454. skill_improvise_db[i].skill_id = skill_id;
  18455. skill_improvise_db[i].per = per; // Still need confirm it.
  18456. if (i == skill_improvise_count)
  18457. skill_improvise_count++;
  18458. return true;
  18459. }
  18460. /** Reads Magic mushroom db
  18461. * Structure: SkillID
  18462. */
  18463. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  18464. {
  18465. unsigned short i, skill_id = atoi(split[0]);
  18466. bool rem = (atoi(split[1]) == 1 ? true : false);
  18467. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18468. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  18469. return false;
  18470. }
  18471. if (!skill_get_inf(skill_id)) {
  18472. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18473. return false;
  18474. }
  18475. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  18476. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  18477. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  18478. return false;
  18479. }
  18480. // Import just for clearing/disabling from original data
  18481. if (rem) {
  18482. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  18483. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  18484. return true;
  18485. }
  18486. skill_magicmushroom_db[i].skill_id = skill_id;
  18487. if (i == skill_magicmushroom_count)
  18488. skill_magicmushroom_count++;
  18489. return true;
  18490. }
  18491. /** Reads db of copyable skill
  18492. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  18493. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  18494. */
  18495. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  18496. {
  18497. int16 id = 0;
  18498. uint8 option = 0;
  18499. trim(split[0]);
  18500. if (ISDIGIT(split[0][0]))
  18501. id = atoi(split[0]);
  18502. else
  18503. id = skill_name2id(split[0]);
  18504. id = skill_db_isset(id, __FUNCTION__);
  18505. if ((option = atoi(split[1])) > 3) {
  18506. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  18507. return false;
  18508. }
  18509. // Import just for clearing/disabling from original data
  18510. if (option == 0) {
  18511. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  18512. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  18513. return true;
  18514. }
  18515. skill_db[id]->copyable.option = option;
  18516. skill_db[id]->copyable.joballowed = 63;
  18517. if (atoi(split[2]))
  18518. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  18519. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  18520. return true;
  18521. }
  18522. /** Reads additional range for distance checking from NPC [Cydh]
  18523. * Structure: SkillName,AdditionalRange{,NPC Type}
  18524. * SkillID,AdditionalRange{,NPC Type}
  18525. */
  18526. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  18527. {
  18528. uint16 id = 0;
  18529. trim(split[0]);
  18530. if (ISDIGIT(split[0][0]))
  18531. id = atoi(split[0]);
  18532. else
  18533. id = skill_name2id(split[0]);
  18534. id = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18535. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  18536. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  18537. return true;
  18538. }
  18539. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  18540. * Structure: SkillID,DummyName,RatePerLvl
  18541. */
  18542. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  18543. {
  18544. unsigned short i, skill_id = atoi(split[0]);
  18545. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18546. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  18547. return false;
  18548. }
  18549. if (!skill_get_inf(skill_id)) {
  18550. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18551. return false;
  18552. }
  18553. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  18554. if (i >= ARRAYLENGTH(skill_abra_db)) {
  18555. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  18556. return false;
  18557. }
  18558. // Import just for clearing/disabling from original data
  18559. if (strcmp(split[1],"clear") == 0) {
  18560. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  18561. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  18562. return true;
  18563. }
  18564. skill_abra_db[i].skill_id = skill_id;
  18565. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  18566. skill_split_atoi(split[2],skill_abra_db[i].per);
  18567. if (i == skill_abra_count)
  18568. skill_abra_count++;
  18569. return true;
  18570. }
  18571. /** Reads change material db
  18572. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  18573. */
  18574. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  18575. {
  18576. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  18577. short rate = atoi(split[2]);
  18578. bool found = false;
  18579. int x, y;
  18580. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  18581. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  18582. return false;
  18583. }
  18584. // Clear previous data, for importing support
  18585. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  18586. found = true;
  18587. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18588. }
  18589. // Import just for clearing/disabling from original data
  18590. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  18591. if (nameid == 0) {
  18592. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18593. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  18594. return true;
  18595. }
  18596. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  18597. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  18598. if (skill_produce_db[x].nameid == nameid)
  18599. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  18600. break;
  18601. }
  18602. if (x >= MAX_SKILL_PRODUCE_DB) {
  18603. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  18604. return false;
  18605. }
  18606. skill_changematerial_db[id].nameid = nameid;
  18607. skill_changematerial_db[id].rate = rate;
  18608. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  18609. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  18610. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  18611. }
  18612. if (!found)
  18613. skill_changematerial_count++;
  18614. return true;
  18615. }
  18616. #ifdef ADJUST_SKILL_DAMAGE
  18617. /**
  18618. * Reads skill damage adjustment
  18619. * @author [Lilith]
  18620. */
  18621. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  18622. {
  18623. uint16 skill_id = skill_name2id(split[0]), idx;
  18624. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18625. memset(&skill_db[idx]->damage,0,sizeof(struct s_skill_damage));
  18626. skill_db[idx]->damage.caster |= atoi(split[1]);
  18627. skill_db[idx]->damage.map |= atoi(split[2]);
  18628. skill_db[idx]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  18629. if (split[3])
  18630. skill_db[idx]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  18631. if (split[4])
  18632. skill_db[idx]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  18633. if (split[5])
  18634. skill_db[idx]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  18635. return true;
  18636. }
  18637. #endif
  18638. /**
  18639. * Init dummy skill db also init Skill DB allocation
  18640. * @param skill_id
  18641. * @return Skill Index
  18642. **/
  18643. static uint16 skill_db_create(uint16 skill_id) {
  18644. if (skill_num >= MAX_SKILL) {
  18645. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  18646. return 0;
  18647. }
  18648. if (!skill_num)
  18649. CREATE(skill_db, struct s_skill_db *, 1);
  18650. else
  18651. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  18652. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  18653. if (skill_id > 0) {
  18654. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  18655. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  18656. }
  18657. skill_db[skill_num]->nameid = skill_id;
  18658. uidb_iput(skilldb_id2idx, skill_id, skill_num);
  18659. return skill_next_idx();
  18660. }
  18661. static void skill_db_destroy(void) {
  18662. uint16 i;
  18663. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18664. if (skill_db[i]) {
  18665. skill_destroy_requirement(i);
  18666. aFree(skill_db[i]);
  18667. }
  18668. skill_db[i] = NULL;
  18669. }
  18670. skill_num = 0;
  18671. aFree(skill_db);
  18672. skill_db = NULL;
  18673. }
  18674. /*===============================
  18675. * DB reading.
  18676. * skill_db.txt
  18677. * skill_require_db.txt
  18678. * skill_cast_db.txt
  18679. * skill_castnodex_db.txt
  18680. * skill_nocast_db.txt
  18681. * skill_unit_db.txt
  18682. * produce_db.txt
  18683. * create_arrow_db.txt
  18684. * abra_db.txt
  18685. *------------------------------*/
  18686. static void skill_readdb(void)
  18687. {
  18688. int i;
  18689. const char* dbsubpath[] = {
  18690. "",
  18691. "/"DBIMPORT,
  18692. //add other path here
  18693. };
  18694. db_clear(skilldb_name2id);
  18695. db_clear(skilldb_id2idx);
  18696. skill_db_destroy();
  18697. skill_db_create(0);
  18698. memset(skill_produce_db,0,sizeof(skill_produce_db));
  18699. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  18700. memset(skill_abra_db,0,sizeof(skill_abra_db));
  18701. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  18702. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  18703. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  18704. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  18705. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  18706. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  18707. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  18708. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  18709. char* dbsubpath1 = (char*)aMalloc(n1+1);
  18710. char* dbsubpath2 = (char*)aMalloc(n2+1);
  18711. if (i == 0) {
  18712. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18713. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  18714. } else {
  18715. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18716. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  18717. }
  18718. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i);
  18719. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i);
  18720. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i);
  18721. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i);
  18722. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i);
  18723. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i);
  18724. sv_readdb(dbsubpath1, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  18725. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  18726. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  18727. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  18728. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  18729. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i);
  18730. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  18731. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  18732. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i);
  18733. #ifdef ADJUST_SKILL_DAMAGE
  18734. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i);
  18735. #endif
  18736. aFree(dbsubpath1);
  18737. aFree(dbsubpath2);
  18738. }
  18739. skill_init_unit_layout();
  18740. skill_init_nounit_layout();
  18741. }
  18742. void skill_reload (void) {
  18743. struct s_mapiterator *iter;
  18744. struct map_session_data *sd;
  18745. skill_readdb();
  18746. initChangeTables(); // Re-init Status Change tables
  18747. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  18748. iter = mapit_getallusers();
  18749. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  18750. pc_validate_skill(sd);
  18751. clif_skillinfoblock(sd);
  18752. }
  18753. mapit_free(iter);
  18754. }
  18755. /*==========================================
  18756. *
  18757. *------------------------------------------*/
  18758. void do_init_skill(void)
  18759. {
  18760. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  18761. skilldb_id2idx = uidb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA);
  18762. skill_readdb();
  18763. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  18764. skillunit_db = idb_alloc(DB_OPT_BASE);
  18765. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  18766. bowling_db = idb_alloc(DB_OPT_BASE);
  18767. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  18768. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  18769. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  18770. add_timer_func_list(skill_castend_id,"skill_castend_id");
  18771. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  18772. add_timer_func_list(skill_timerskill,"skill_timerskill");
  18773. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  18774. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  18775. }
  18776. void do_final_skill(void)
  18777. {
  18778. db_destroy(skilldb_name2id);
  18779. db_destroy(skilldb_id2idx);
  18780. db_destroy(skillunit_group_db);
  18781. db_destroy(skillunit_db);
  18782. db_destroy(skillusave_db);
  18783. db_destroy(bowling_db);
  18784. skill_db_destroy();
  18785. ers_destroy(skill_unit_ers);
  18786. ers_destroy(skill_timer_ers);
  18787. }