skill.c 717 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 TIMERSKILL_INTERVAL 150
  42. // ranges reserved for mapping skill ids to skilldb offsets
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  45. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  46. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  50. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  51. #if GD_SKILLRANGEMAX > 999
  52. #error GD_SKILLRANGEMAX is greater than 999
  53. #endif
  54. DBMap* skilldb_name2id = NULL;
  55. static uint16 skilldb_id2idx[(UINT16_MAX+1)];/// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  56. struct s_skill_db **skill_db; /// Skill DB
  57. static uint16 skill_num; /// Skill count, also as last index
  58. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  59. static uint16 skill_db_create(uint16 skill_id);
  60. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  61. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  62. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  63. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  64. /**
  65. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  66. */
  67. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  68. struct skill_usave {
  69. uint16 skill_id, skill_lv;
  70. };
  71. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  72. static unsigned short skill_produce_count;
  73. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  74. static unsigned short skill_arrow_count;
  75. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  76. unsigned short skill_abra_count;
  77. struct s_skill_improvise_db {
  78. uint16 skill_id;
  79. unsigned short per;//1-10000
  80. };
  81. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  82. static unsigned short skill_improvise_count;
  83. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  84. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  85. struct s_skill_changematerial_db {
  86. unsigned short nameid;
  87. unsigned short rate;
  88. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  89. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  90. };
  91. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  92. static unsigned short skill_changematerial_count;
  93. //Warlock
  94. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  95. unsigned short skill_spellbook_count;
  96. //Guillotine Cross
  97. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  98. unsigned short skill_magicmushroom_count;
  99. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  100. int firewall_unit_pos;
  101. int icewall_unit_pos;
  102. int earthstrain_unit_pos;
  103. int firerain_unit_pos;
  104. int wallofthorn_unit_pos;
  105. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  106. int overbrand_nounit_pos;
  107. int overbrand_brandish_nounit_pos;
  108. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  109. //Early declaration
  110. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  111. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  112. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  113. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  114. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  115. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  116. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  117. // Use this function for splash skills that can't hit icewall when cast by players
  118. static inline int splash_target(struct block_list* bl) {
  119. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  120. }
  121. uint16 SKILL_MAX_DB(void) {
  122. return skill_num;
  123. }
  124. /**
  125. * Get skill id from name
  126. * @param name
  127. * @return Skill ID of the skill, or 0 if not found.
  128. **/
  129. int skill_name2id(const char* name) {
  130. if( name == NULL )
  131. return 0;
  132. return strdb_iget(skilldb_name2id, name);
  133. }
  134. /**
  135. * Get Skill ID from Skill Index
  136. * @param idx
  137. * @return Skill ID or 0 if not found
  138. **/
  139. uint16 skill_idx2id(uint16 idx) {
  140. if (idx < SKILL_MAX_DB() && skill_db[idx])
  141. return skill_db[idx]->nameid;
  142. return 0;
  143. }
  144. /**
  145. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  146. * @param skill_id
  147. * @param silent If Skill is undefined, show error message!
  148. * @return Skill Index or 0 if not found/unset
  149. **/
  150. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  151. uint16 idx = skilldb_id2idx[skill_id];
  152. if (!idx && skill_id != 0 && !silent)
  153. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  154. return idx;
  155. }
  156. /**
  157. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  158. * @param skill_id
  159. * @return Skill index
  160. **/
  161. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  162. uint16 idx = skill_get_index2(skill_id);
  163. if (idx || idx == skill_id)
  164. return idx;
  165. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  166. idx = skill_db_create(skill_id);
  167. return idx;
  168. }
  169. /**
  170. * Get Skill name
  171. * @param skill_id
  172. * @return AEGIS Skill name
  173. **/
  174. const char* skill_get_name( uint16 skill_id ) {
  175. return skill_db[skill_get_index(skill_id)]->name;
  176. }
  177. /**
  178. * Get Skill name
  179. * @param skill_id
  180. * @return English Skill name
  181. **/
  182. const char* skill_get_desc( uint16 skill_id ) {
  183. return skill_db[skill_get_index(skill_id)]->desc;
  184. }
  185. /// out of bounds error checking [celest]
  186. static void skill_chk(uint16 *skill_id) {
  187. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  188. }
  189. /// checks/adjusts index. make sure we don't use negative index
  190. static void skill_chk2(int *idx) {
  191. if (*idx < 0) *idx = 0;
  192. }
  193. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  194. #define skill_get2(id, lv, arrvar) do {\
  195. int idx;\
  196. skill_chk(&(id));\
  197. if (!(id))\
  198. return 0;\
  199. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  200. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1 && idx > 1) {\
  201. int a__ = (arrvar)[idx-2];\
  202. int b__ = (arrvar)[idx-1];\
  203. int c__ = (arrvar)[idx];\
  204. return (c__ + (((lv)-MAX_SKILL_LEVEL+1)*(b__-a__)/2) + (((lv)-MAX_SKILL_LEVEL)*(c__-b__)/2));\
  205. }\
  206. return ((arrvar)[idx]);\
  207. } while(0)
  208. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  209. // Skill DB
  210. enum e_damage_type skill_get_hit( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->hit); }
  211. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  212. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  213. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  214. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  215. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  216. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  217. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  218. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  219. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  220. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  221. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  222. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  223. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  224. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  225. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  226. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  227. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  228. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  229. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  230. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  231. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  232. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  233. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  234. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  235. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  236. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  237. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  238. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  239. 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); }
  240. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  241. #ifdef RENEWAL_CAST
  242. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  243. #endif
  244. // Skill requirements
  245. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  246. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  247. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  248. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  249. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  250. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  251. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  252. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  253. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  254. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  255. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  256. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  257. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  258. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  259. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  260. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  261. int splash = skill_get_splash_(skill_id, skill_lv);
  262. if (splash < 0)
  263. return AREA_SIZE;
  264. return splash;
  265. }
  266. int skill_tree_get_max(uint16 skill_id, int b_class)
  267. {
  268. int i;
  269. b_class = pc_class2idx(b_class);
  270. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  271. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  272. return skill_tree[b_class][i].skill_lv;
  273. else
  274. return skill_get_max(skill_id);
  275. }
  276. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  277. int skill_attack_area(struct block_list *bl,va_list ap);
  278. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  279. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  280. int skill_greed(struct block_list *bl, va_list ap);
  281. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  282. static int skill_trap_splash(struct block_list *bl, va_list ap);
  283. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  284. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  285. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  286. static int skill_unit_effect(struct block_list *bl,va_list ap);
  287. static int skill_bind_trap(struct block_list *bl, va_list ap);
  288. int skill_get_casttype (uint16 skill_id) {
  289. int inf = skill_get_inf(skill_id);
  290. if (inf&(INF_GROUND_SKILL))
  291. return CAST_GROUND;
  292. if (inf&INF_SUPPORT_SKILL)
  293. return CAST_NODAMAGE;
  294. if (inf&INF_SELF_SKILL) {
  295. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  296. return CAST_DAMAGE; //Combo skill.
  297. return CAST_NODAMAGE;
  298. }
  299. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  300. return CAST_NODAMAGE;
  301. return CAST_DAMAGE;
  302. }
  303. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  304. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  305. int range, inf3=0;
  306. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  307. return 9; //Mobs have a range of 9 regardless of skill used.
  308. range = skill_get_range(skill_id, skill_lv);
  309. if( range < 0 ) {
  310. if( battle_config.use_weapon_skill_range&bl->type )
  311. return status_get_range(bl);
  312. range *=-1;
  313. }
  314. if (isServer && range > 14) {
  315. range = 14; // Server-sided base range can't be above 14
  316. }
  317. inf3 = skill_get_inf3(skill_id);
  318. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  319. if( bl->type == BL_PC ) {
  320. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  321. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  322. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  323. } else
  324. range += battle_config.mob_eye_range_bonus;
  325. }
  326. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  327. if( bl->type == BL_PC ) {
  328. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  329. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  330. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  331. }
  332. }
  333. if( !range && bl->type != BL_PC )
  334. return 9; // Enable non players to use self skills on others. [Skotlex]
  335. return range;
  336. }
  337. /** Copy Referral: dummy skills should point to their source.
  338. * @param skill_id Dummy skill ID
  339. * @return Real skill id if found
  340. **/
  341. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  342. switch (skill_id) {
  343. case AB_DUPLELIGHT_MELEE:
  344. case AB_DUPLELIGHT_MAGIC:
  345. return AB_DUPLELIGHT;
  346. case WL_CHAINLIGHTNING_ATK:
  347. return WL_CHAINLIGHTNING;
  348. case WL_TETRAVORTEX_FIRE:
  349. case WL_TETRAVORTEX_WATER:
  350. case WL_TETRAVORTEX_WIND:
  351. case WL_TETRAVORTEX_GROUND:
  352. return WL_TETRAVORTEX;
  353. case WL_SUMMON_ATK_FIRE:
  354. return WL_SUMMONFB;
  355. case WL_SUMMON_ATK_WIND:
  356. return WL_SUMMONBL;
  357. case WL_SUMMON_ATK_WATER:
  358. return WL_SUMMONWB;
  359. case WL_SUMMON_ATK_GROUND:
  360. return WL_SUMMONSTONE;
  361. case LG_OVERBRAND_BRANDISH:
  362. case LG_OVERBRAND_PLUSATK:
  363. return LG_OVERBRAND;
  364. case WM_REVERBERATION_MELEE:
  365. case WM_REVERBERATION_MAGIC:
  366. return WM_REVERBERATION;
  367. case WM_SEVERE_RAINSTORM_MELEE:
  368. return WM_SEVERE_RAINSTORM;
  369. case GN_CRAZYWEED_ATK:
  370. return GN_CRAZYWEED;
  371. case GN_HELLS_PLANT_ATK:
  372. return GN_HELLS_PLANT;
  373. case GN_SLINGITEM_RANGEMELEEATK:
  374. return GN_SLINGITEM;
  375. case RL_R_TRIP_PLUSATK:
  376. return RL_R_TRIP;
  377. }
  378. return skill_id;
  379. }
  380. /**
  381. * Calculates heal value of skill's effect
  382. * @param src
  383. * @param target
  384. * @param skill_id
  385. * @param skill_lv
  386. * @param heal
  387. * @return modified heal value
  388. */
  389. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  390. int skill, hp = 0;
  391. struct map_session_data *sd = BL_CAST(BL_PC, src);
  392. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  393. struct status_change *sc, *tsc;
  394. sc = status_get_sc(src);
  395. tsc = status_get_sc(target);
  396. switch( skill_id ) {
  397. case BA_APPLEIDUN:
  398. #ifdef RENEWAL
  399. hp = 100 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
  400. #else
  401. hp = 30 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
  402. #endif
  403. if( sd )
  404. hp += 5 * pc_checkskill(sd,BA_MUSICALLESSON);
  405. break;
  406. case PR_SANCTUARY:
  407. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  408. break;
  409. case NPC_EVILLAND:
  410. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  411. break;
  412. case AB_HIGHNESSHEAL:
  413. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd,AL_HEAL) : 1) * 8));
  414. hp = (hp * (17 + 3 * skill_lv)) / 10;
  415. break;
  416. default:
  417. if (skill_lv >= battle_config.max_heal_lv)
  418. return battle_config.max_heal;
  419. #ifdef RENEWAL
  420. /**
  421. * Renewal Heal Formula
  422. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  423. */
  424. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  425. #else
  426. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  427. #endif
  428. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  429. hp += hp * skill * 2 / 100;
  430. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  431. hp += hp * skill * 2 / 100;
  432. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  433. hp *= 2;
  434. if (sd && ((skill = pc_checkskill(sd, SU_POWEROFSEA)) > 0)) {
  435. hp += hp * 10 / 100;
  436. if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5)
  437. hp += hp * 20 / 100;
  438. }
  439. break;
  440. }
  441. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  442. hp >>= 1;
  443. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  444. hp += hp * skill / 100;
  445. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  446. hp += hp * skill / 100;
  447. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  448. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  449. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  450. if (tsc && tsc->count) {
  451. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  452. if (tsc->data[SC_INCHEALRATE])
  453. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  454. if (tsc->data[SC_EXTRACT_WHITE_POTION_Z])
  455. hp += hp * tsc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
  456. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  457. hp += hp / 10;
  458. }
  459. if (heal) {
  460. uint8 penalty = 0;
  461. if (tsc->data[SC_CRITICALWOUND])
  462. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  463. if (tsc->data[SC_DEATHHURT])
  464. penalty += 20;
  465. if (tsc->data[SC_NORECOVER_STATE])
  466. penalty = 100;
  467. if (penalty > 0)
  468. hp -= hp * penalty / 100;
  469. }
  470. }
  471. #ifdef RENEWAL
  472. // MATK part of the RE heal formula [malufett]
  473. // Note: in this part matk bonuses from items or skills are not applied
  474. switch( skill_id ) {
  475. case BA_APPLEIDUN:
  476. case PR_SANCTUARY:
  477. case NPC_EVILLAND:
  478. break;
  479. default:
  480. {
  481. struct status_data *status = status_get_status_data(src);
  482. int min, max;
  483. min = max = status_base_matk(src, status, status_get_lv(src));
  484. if( status->rhw.matk > 0 ){
  485. int wMatk, variance;
  486. wMatk = status->rhw.matk;
  487. variance = wMatk * status->rhw.wlv / 10;
  488. min += wMatk - variance;
  489. max += wMatk + variance;
  490. }
  491. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  492. min = max;
  493. if( sd && sd->right_weapon.overrefine > 0 ){
  494. min++;
  495. max += sd->right_weapon.overrefine - 1;
  496. }
  497. if(max > min)
  498. hp += min+rnd()%(max-min);
  499. else
  500. hp += min;
  501. }
  502. }
  503. #endif
  504. return hp;
  505. }
  506. /**
  507. * Making Plagiarism and Reproduce check their own function
  508. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  509. * @param sd: Player who will copy the skill
  510. * @param skill_id: Target skill
  511. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  512. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  513. */
  514. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  515. // Only copy skill that player doesn't have or the skill is old clone
  516. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  517. return 0;
  518. // Check if the skill is copyable by class
  519. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  520. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  521. while (1) {
  522. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  523. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  524. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  525. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  526. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  527. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  528. return 0;
  529. }
  530. }
  531. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  532. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  533. return 1;
  534. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  535. 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)
  536. return 2;
  537. return 0;
  538. }
  539. /**
  540. * Check if the skill is ok to cast and when.
  541. * Done before check_condition_begin, requirement
  542. * @param skill_id: Skill ID that casted
  543. * @param sd: Player who casted
  544. * @return true: Skill cannot be used, false: otherwise
  545. * @author [MouseJstr]
  546. */
  547. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  548. {
  549. int16 idx,m;
  550. uint32 skill_nocast = 0;
  551. nullpo_retr(1,sd);
  552. m = sd->bl.m;
  553. idx = skill_get_index(skill_id);
  554. if (idx == 0)
  555. return true; // invalid skill id
  556. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  557. return false; // can do any damn thing they want
  558. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  559. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  560. if (map[m].flag.noskill)
  561. return true;
  562. // Epoque:
  563. // This code will compare the player's attack motion value which is influenced by ASPD before
  564. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  565. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  566. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  567. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  568. {// attempted to cast a skill before the attack motion has finished
  569. return true;
  570. }
  571. if (skill_blockpc_get(sd, skill_id) != -1){
  572. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  573. return true;
  574. }
  575. /**
  576. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  577. * 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
  578. */
  579. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  580. return false;
  581. skill_nocast = skill_get_nocast(skill_id);
  582. // Check skill restrictions [Celest]
  583. if( (!map_flag_vs2(m) && skill_nocast&1) ||
  584. (map[m].flag.pvp && skill_nocast&2) ||
  585. (map_flag_gvg2_no_te(m) && skill_nocast&4) ||
  586. (map[m].flag.battleground && skill_nocast&8) ||
  587. (map_flag_gvg2_te(m) && skill_nocast&16) || // WOE:TE
  588. (map[m].flag.restricted && map[m].zone && skill_nocast&(8*map[m].zone)) ){
  589. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  590. return true;
  591. }
  592. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  593. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  594. switch (skill_id) {
  595. case AL_WARP:
  596. case RETURN_TO_ELDICASTES:
  597. case ALL_GUARDIAN_RECALL:
  598. case ECLAGE_RECALL:
  599. if(map[m].flag.nowarp) {
  600. clif_skill_teleportmessage(sd,0);
  601. return true;
  602. }
  603. return false;
  604. case AL_TELEPORT:
  605. case SC_FATALMENACE:
  606. case SC_DIMENSIONDOOR:
  607. case ALL_ODINS_RECALL:
  608. if(map[m].flag.noteleport) {
  609. clif_skill_teleportmessage(sd,0);
  610. return true;
  611. }
  612. return false; // gonna be checked in 'skill_castend_nodamage_id'
  613. case WE_CALLPARTNER:
  614. case WE_CALLPARENT:
  615. case WE_CALLBABY:
  616. if (map[m].flag.nomemo) {
  617. clif_skill_teleportmessage(sd,1);
  618. return true;
  619. }
  620. break;
  621. case MC_VENDING:
  622. case ALL_BUYING_STORE:
  623. if( map[sd->bl.m].flag.novending ) {
  624. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  625. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  626. return true;
  627. }
  628. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  629. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  630. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  631. return true;
  632. }
  633. if( npc_isnear(&sd->bl) ) {
  634. // uncomment to send msg_txt.
  635. //char output[150];
  636. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  637. //clif_displaymessage(sd->fd, output);
  638. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  639. return true;
  640. }
  641. case MC_IDENTIFY:
  642. return false; // always allowed
  643. case WZ_ICEWALL:
  644. // noicewall flag [Valaris]
  645. if (map[m].flag.noicewall) {
  646. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  647. return true;
  648. }
  649. break;
  650. case GC_DARKILLUSION:
  651. if( map_flag_gvg(m) ) {
  652. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  653. return true;
  654. }
  655. break;
  656. case GD_EMERGENCYCALL:
  657. case GD_ITEMEMERGENCYCALL:
  658. if (
  659. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  660. !(battle_config.emergency_call&(map_flag_gvg2(m)?8:4)) ||
  661. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !(map[m].flag.gvg_castle || map[m].flag.gvg_te_castle))
  662. ) {
  663. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  664. return true;
  665. }
  666. break;
  667. case WM_SIRCLEOFNATURE:
  668. case WM_SOUND_OF_DESTRUCTION:
  669. case WM_LULLABY_DEEPSLEEP:
  670. case WM_SATURDAY_NIGHT_FEVER:
  671. if( !map_flag_vs(m) ) {
  672. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  673. return true;
  674. }
  675. break;
  676. }
  677. return false;
  678. }
  679. /**
  680. * Check if the homunculus 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 hd: Homunculus who casted
  684. * @return true: Skill cannot be used, false: otherwise
  685. */
  686. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  687. {
  688. uint16 idx = skill_get_index(skill_id);
  689. nullpo_retr(1,hd);
  690. if (idx == 0)
  691. return true; // invalid skill id
  692. if (hd->blockskill[idx] > 0)
  693. return true;
  694. switch(skill_id) {
  695. case MH_LIGHT_OF_REGENE: //must be cordial
  696. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  697. if (hd->master)
  698. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  699. return true;
  700. }
  701. break;
  702. case MH_GOLDENE_FERSE: //cant be used with angriff
  703. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  704. break;
  705. case MH_ANGRIFFS_MODUS:
  706. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  707. break;
  708. case MH_TINDER_BREAKER: //must be in grappling mode
  709. if(!&hd->sc
  710. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  711. || !hd->homunculus.spiritball) return true;
  712. break;
  713. case MH_SONIC_CRAW: //must be in fighting mode
  714. if(!&hd->sc
  715. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  716. || !hd->homunculus.spiritball) return true;
  717. break;
  718. case MH_SILVERVEIN_RUSH:
  719. if(!&hd->sc
  720. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  721. || hd->homunculus.spiritball < 2) return true;
  722. break;
  723. case MH_MIDNIGHT_FRENZY:
  724. if(!&hd->sc
  725. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  726. || !hd->homunculus.spiritball) return true;
  727. break;
  728. case MH_CBC:
  729. if(!&hd->sc
  730. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  731. || hd->homunculus.spiritball < 2) return true;
  732. break;
  733. case MH_EQC:
  734. if(!&hd->sc
  735. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  736. || hd->homunculus.spiritball < 3) return true;
  737. break;
  738. }
  739. //Use master's criteria.
  740. return skill_isNotOk(skill_id, hd->master);
  741. }
  742. /**
  743. * Check if the mercenary skill is ok to be processed
  744. * After checking from Homunculus side, also check the master condition
  745. * @param skill_id: Skill ID that casted
  746. * @param md: Mercenary who casted
  747. * @return true: Skill cannot be used, false: otherwise
  748. */
  749. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  750. {
  751. uint16 idx = skill_get_index(skill_id);
  752. nullpo_retr(1, md);
  753. if (!idx)
  754. return true; // Invalid Skill ID
  755. if (md->blockskill[idx] > 0)
  756. return true;
  757. return skill_isNotOk(skill_id, md->master);
  758. }
  759. /**
  760. * Check if the skill can be casted near NPC or not
  761. * @param src Object who casted
  762. * @param skill_id Skill ID that casted
  763. * @param skill_lv Skill Lv
  764. * @param pos_x Position x of the target
  765. * @param pos_y Position y of the target
  766. * @return true: Skill cannot be used, false: otherwise
  767. * @author [Cydh]
  768. */
  769. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  770. int inf;
  771. if (!src || !skill_get_index(skill_id))
  772. return false;
  773. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  774. return false;
  775. inf = skill_get_inf(skill_id);
  776. //if self skill
  777. if (inf&INF_SELF_SKILL) {
  778. pos_x = src->x;
  779. pos_y = src->y;
  780. }
  781. if (pos_x <= 0) pos_x = src->x;
  782. if (pos_y <= 0) pos_y = src->y;
  783. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  784. }
  785. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  786. {
  787. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  788. uint8 dir;
  789. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  790. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  791. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  792. }
  793. nullpo_retr(NULL, src);
  794. //Monsters sometimes deploy more units on level 10
  795. if (src->type == BL_MOB && skill_lv >= 10) {
  796. if (skill_id == WZ_WATERBALL)
  797. pos = 4; //9x9 Area
  798. }
  799. if (pos != -1) // simple single-definition layout
  800. return &skill_unit_layout[pos];
  801. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  802. if (skill_id == MG_FIREWALL)
  803. return &skill_unit_layout [firewall_unit_pos + dir];
  804. else if (skill_id == WZ_ICEWALL)
  805. return &skill_unit_layout [icewall_unit_pos + dir];
  806. else if( skill_id == WL_EARTHSTRAIN )
  807. return &skill_unit_layout [earthstrain_unit_pos + dir];
  808. else if( skill_id == RL_FIRE_RAIN )
  809. return &skill_unit_layout[firerain_unit_pos + dir];
  810. else if( skill_id == GN_WALLOFTHORN )
  811. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  812. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  813. return &skill_unit_layout[0]; // default 1x1 layout
  814. }
  815. 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)
  816. {
  817. if( skill_id == LG_OVERBRAND )
  818. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  819. else if( skill_id == LG_OVERBRAND_BRANDISH )
  820. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  821. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  822. return &skill_nounit_layout[0];
  823. }
  824. /** Stores temporary values.
  825. * Common usages:
  826. * [0] holds number of targets in area
  827. * [1] holds the id of the original target
  828. * [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)
  829. */
  830. static int skill_area_temp[8];
  831. /*==========================================
  832. * Add effect to skill when hit succesfully target
  833. *------------------------------------------*/
  834. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, unsigned int tick)
  835. {
  836. struct map_session_data *sd, *dstsd;
  837. struct mob_data *md, *dstmd;
  838. struct status_data *sstatus, *tstatus;
  839. struct status_change *sc, *tsc;
  840. enum sc_type status;
  841. int skill;
  842. int rate;
  843. int chorusbonus = 0;
  844. nullpo_ret(src);
  845. nullpo_ret(bl);
  846. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  847. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  848. return 0;
  849. sd = BL_CAST(BL_PC, src);
  850. md = BL_CAST(BL_MOB, src);
  851. dstsd = BL_CAST(BL_PC, bl);
  852. dstmd = BL_CAST(BL_MOB, bl);
  853. sc = status_get_sc(src);
  854. tsc = status_get_sc(bl);
  855. sstatus = status_get_status_data(src);
  856. tstatus = status_get_status_data(bl);
  857. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  858. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  859. // Chance to trigger Taekwon kicks
  860. if (sc->data[SC_READYSTORM] &&
  861. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  862. 0, 2, 0,
  863. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  864. ; //Stance triggered
  865. else if (sc->data[SC_READYDOWN] &&
  866. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  867. 0, 2, 0,
  868. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  869. ; //Stance triggered
  870. else if (sc->data[SC_READYTURN] &&
  871. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  872. 0, 2, 0,
  873. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  874. ; //Stance triggered
  875. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  876. rate = 20;
  877. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  878. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  879. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  880. }
  881. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  882. 0, 2, 0,
  883. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  884. ; //Stance triggered
  885. }
  886. }
  887. if (!tsc) //skill additional effect is about adding effects to the target...
  888. //So if the target can't be inflicted with statuses, this is pointless.
  889. return 0;
  890. // Minstrel/Wanderer number check for chorus skills.
  891. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  892. if( sd && sd->status.party_id ) {
  893. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, AREA_SIZE, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  894. if( chorusbonus > 7 )
  895. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  896. else if( chorusbonus > 2 )
  897. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  898. }
  899. if( sd )
  900. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  901. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  902. // Trigger status effects
  903. enum sc_type type;
  904. uint8 i;
  905. unsigned int time = 0;
  906. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  907. rate = sd->addeff[i].rate;
  908. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  909. rate += sd->addeff[i].arrow_rate;
  910. if( !rate )
  911. continue;
  912. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  913. // Trigger has attack type consideration.
  914. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  915. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  916. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) )
  917. ;
  918. else
  919. continue;
  920. }
  921. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  922. // Trigger has range consideration.
  923. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  924. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  925. continue; //Range Failed.
  926. }
  927. type = sd->addeff[i].sc;
  928. time = sd->addeff[i].duration;
  929. if (sd->addeff[i].flag&ATF_TARGET)
  930. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  931. if (sd->addeff[i].flag&ATF_SELF)
  932. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  933. }
  934. }
  935. if( skill_id ) {
  936. // Trigger status effects on skills
  937. enum sc_type type;
  938. uint8 i;
  939. unsigned int time = 0;
  940. for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) {
  941. if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate )
  942. continue;
  943. type = sd->addeff_onskill[i].sc;
  944. time = sd->addeff[i].duration;
  945. if( sd->addeff_onskill[i].target&ATF_TARGET )
  946. status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  947. if( sd->addeff_onskill[i].target&ATF_SELF )
  948. status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  949. }
  950. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  951. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  952. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  953. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  954. clif_emotion(bl,E_OMG);
  955. }
  956. }
  957. }
  958. if( dmg_lv < ATK_DEF ) // no damage, return;
  959. return 0;
  960. switch(skill_id) {
  961. case 0:
  962. { // Normal attacks (no skill used)
  963. if( attack_type&BF_SKILL )
  964. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  965. if(sd) {
  966. // Automatic trigger of Blitz Beat
  967. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  968. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  969. rate=(sd->status.job_level+9)/10;
  970. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  971. }
  972. // Automatic trigger of Warg Strike [Jobbie]
  973. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  974. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  975. // Gank
  976. if(dstmd && sd->status.weapon != W_BOW &&
  977. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  978. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  979. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  980. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  981. else
  982. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  983. }
  984. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  985. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  986. }
  987. if (sc) {
  988. struct status_change_entry *sce;
  989. // Enchant Poison gives a chance to poison attacked enemies
  990. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  991. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  992. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  993. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  994. if((sce=sc->data[SC_EDP]))
  995. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  996. skill_get_time2(ASC_EDP,sce->val1));
  997. }
  998. }
  999. break;
  1000. case SM_BASH:
  1001. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1002. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1003. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1004. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1005. }
  1006. break;
  1007. case MER_CRASH:
  1008. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1009. break;
  1010. case AS_VENOMKNIFE:
  1011. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1012. skill_lv = pc_checkskill(sd, TF_POISON);
  1013. case TF_POISON:
  1014. case AS_SPLASHER:
  1015. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1016. && sd && skill_id==TF_POISON
  1017. )
  1018. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1019. break;
  1020. case AS_SONICBLOW:
  1021. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1022. break;
  1023. case WZ_FIREPILLAR:
  1024. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1025. break;
  1026. case MG_FROSTDIVER:
  1027. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1028. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1029. break;
  1030. case WZ_FROSTNOVA:
  1031. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1032. break;
  1033. case WZ_STORMGUST:
  1034. // Storm Gust counter was dropped in renewal
  1035. #ifdef RENEWAL
  1036. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1037. #else
  1038. //On third hit, there is a 150% to freeze the target
  1039. if(tsc->sg_counter >= 3 &&
  1040. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1041. tsc->sg_counter = 0;
  1042. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1043. else if( tsc->sg_counter > 250 )
  1044. tsc->sg_counter = 0;
  1045. #endif
  1046. break;
  1047. case WZ_METEOR:
  1048. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1049. break;
  1050. case WZ_VERMILION:
  1051. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1052. break;
  1053. case WZ_HEAVENDRIVE:
  1054. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1055. break;
  1056. case HT_FREEZINGTRAP:
  1057. case MA_FREEZINGTRAP:
  1058. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1059. break;
  1060. case HT_FLASHER:
  1061. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1062. break;
  1063. case HT_LANDMINE:
  1064. case MA_LANDMINE:
  1065. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1066. break;
  1067. case HT_SHOCKWAVE:
  1068. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1069. break;
  1070. case HT_SANDMAN:
  1071. case MA_SANDMAN:
  1072. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1073. break;
  1074. case TF_SPRINKLESAND:
  1075. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1076. break;
  1077. case TF_THROWSTONE:
  1078. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1079. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1080. break;
  1081. case NPC_DARKCROSS:
  1082. case CR_HOLYCROSS:
  1083. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1084. break;
  1085. case NPC_GRANDDARKNESS:
  1086. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1087. attack_type |= BF_WEAPON;
  1088. break;
  1089. case CR_GRANDCROSS:
  1090. //Chance to cause blind status vs demon and undead element, but not against players
  1091. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1092. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1093. attack_type |= BF_WEAPON;
  1094. break;
  1095. case AM_ACIDTERROR:
  1096. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1097. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1098. clif_emotion(bl,E_OMG);
  1099. break;
  1100. case AM_DEMONSTRATION:
  1101. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1102. break;
  1103. case CR_SHIELDCHARGE:
  1104. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1105. break;
  1106. case PA_PRESSURE:
  1107. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1108. //Fall through
  1109. case HW_GRAVITATION:
  1110. //Pressure and Gravitation can trigger physical autospells
  1111. attack_type |= BF_NORMAL;
  1112. attack_type |= BF_WEAPON;
  1113. break;
  1114. case RG_RAID:
  1115. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1116. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1117. #ifdef RENEWAL
  1118. sc_start(src,bl,SC_RAID,100,7,5000);
  1119. break;
  1120. case RG_BACKSTAP:
  1121. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1122. #endif
  1123. break;
  1124. case BA_FROSTJOKER:
  1125. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1126. break;
  1127. case DC_SCREAM:
  1128. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1129. break;
  1130. case BD_LULLABY:
  1131. 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
  1132. break;
  1133. case DC_UGLYDANCE:
  1134. rate = 5+5*skill_lv;
  1135. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1136. rate += 5+skill;
  1137. status_zap(bl, 0, rate);
  1138. break;
  1139. case SL_STUN:
  1140. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1141. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1142. break;
  1143. case NPC_PETRIFYATTACK:
  1144. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1145. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1146. skill_get_time2(skill_id,skill_lv));
  1147. break;
  1148. case NPC_CURSEATTACK:
  1149. case NPC_SLEEPATTACK:
  1150. case NPC_BLINDATTACK:
  1151. case NPC_POISON:
  1152. case NPC_SILENCEATTACK:
  1153. case NPC_STUNATTACK:
  1154. case NPC_HELLPOWER:
  1155. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1156. break;
  1157. case NPC_ACIDBREATH:
  1158. case NPC_ICEBREATH:
  1159. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1160. break;
  1161. case NPC_BLEEDING:
  1162. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1163. break;
  1164. case NPC_MENTALBREAKER:
  1165. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1166. //equal to Matk*skLevel.
  1167. rate = sstatus->matk_min;
  1168. if (rate < sstatus->matk_max)
  1169. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1170. rate*=skill_lv;
  1171. status_zap(bl, 0, rate);
  1172. break;
  1173. }
  1174. // Equipment breaking monster skills [Celest]
  1175. case NPC_WEAPONBRAKER:
  1176. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1177. break;
  1178. case NPC_ARMORBRAKE:
  1179. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1180. break;
  1181. case NPC_HELMBRAKE:
  1182. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1183. break;
  1184. case NPC_SHIELDBRAKE:
  1185. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1186. break;
  1187. case CH_TIGERFIST:
  1188. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1189. break;
  1190. case LK_SPIRALPIERCE:
  1191. case ML_SPIRALPIERCE:
  1192. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ) //Does not work on status immune
  1193. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1194. break;
  1195. case ST_REJECTSWORD:
  1196. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1197. break;
  1198. case PF_FOGWALL:
  1199. if (src != bl && !tsc->data[SC_DELUGE])
  1200. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1201. break;
  1202. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1203. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1204. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1205. break;
  1206. case LK_JOINTBEAT:
  1207. status = status_skill2sc(skill_id);
  1208. if (tsc->jb_flag) {
  1209. 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));
  1210. tsc->jb_flag = 0;
  1211. }
  1212. break;
  1213. case ASC_METEORASSAULT:
  1214. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1215. switch(rnd()%3) {
  1216. case 0:
  1217. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1218. break;
  1219. case 1:
  1220. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1221. break;
  1222. default:
  1223. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1224. }
  1225. break;
  1226. case HW_NAPALMVULCAN:
  1227. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1228. break;
  1229. case WS_CARTTERMINATION: // Cart termination
  1230. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1231. break;
  1232. case CR_ACIDDEMONSTRATION:
  1233. case GN_FIRE_EXPANSION_ACID:
  1234. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1235. break;
  1236. case TK_DOWNKICK:
  1237. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1238. break;
  1239. case TK_JUMPKICK:
  1240. // debuff the following statuses
  1241. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1242. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1243. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1244. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1245. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1246. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1247. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1248. }
  1249. break;
  1250. case TK_TURNKICK:
  1251. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1252. if(attack_type&BF_MISC) //70% base stun chance...
  1253. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1254. break;
  1255. case GS_BULLSEYE: //0.1% coma rate.
  1256. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1257. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1258. break;
  1259. case GS_PIERCINGSHOT:
  1260. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1261. break;
  1262. case NJ_HYOUSYOURAKU:
  1263. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1264. break;
  1265. case GS_FLING:
  1266. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1267. break;
  1268. case GS_DISARM:
  1269. rate = 3*skill_lv;
  1270. if (sstatus->dex > tstatus->dex)
  1271. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1272. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1273. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1274. break;
  1275. case NPC_EVILLAND:
  1276. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1277. break;
  1278. case NPC_HELLJUDGEMENT:
  1279. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1280. break;
  1281. case NPC_CRITICALWOUND:
  1282. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1283. break;
  1284. case RK_WINDCUTTER:
  1285. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1286. break;
  1287. case RK_DRAGONBREATH:
  1288. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1289. break;
  1290. case RK_DRAGONBREATH_WATER:
  1291. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1292. break;
  1293. case AB_ADORAMUS:
  1294. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1295. break;
  1296. case WL_CRIMSONROCK:
  1297. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1298. break;
  1299. case WL_COMET:
  1300. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1301. break;
  1302. case WL_EARTHSTRAIN:
  1303. {
  1304. uint16 i;
  1305. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1306. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1307. break;
  1308. for (i = 0; i < skill_lv; i++)
  1309. skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1310. }
  1311. break;
  1312. case WL_JACKFROST:
  1313. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1314. break;
  1315. case RA_WUGBITE: {
  1316. 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);
  1317. if (wug_rate < 50)
  1318. wug_rate = 50;
  1319. 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))) );
  1320. }
  1321. break;
  1322. case RA_SENSITIVEKEEN:
  1323. if( rnd()%100 < 8 * skill_lv )
  1324. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1325. break;
  1326. case RA_FIRINGTRAP:
  1327. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1328. break;
  1329. case RA_ICEBOUNDTRAP:
  1330. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1331. break;
  1332. case NC_PILEBUNKER:
  1333. if( rnd()%100 < 25 + 15*skill_lv ) {
  1334. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1335. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1336. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1337. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1338. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1339. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1340. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1341. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1342. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1343. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1344. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1345. }
  1346. break;
  1347. case NC_FLAMELAUNCHER:
  1348. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1349. break;
  1350. case NC_COLDSLOWER:
  1351. // Status chances are applied officially through a check
  1352. // The skill first trys to give the frozen status to targets that are hit
  1353. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1354. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1355. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1356. break;
  1357. case NC_POWERSWING:
  1358. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1359. if( rnd()%100 < 5*skill_lv )
  1360. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1361. break;
  1362. case GC_WEAPONCRUSH:
  1363. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1364. break;
  1365. case LG_SHIELDPRESS:
  1366. 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));
  1367. break;
  1368. case LG_PINPOINTATTACK:
  1369. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1370. switch( skill_lv ) {
  1371. case 1:
  1372. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1373. break;
  1374. case 2:
  1375. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1376. break;
  1377. case 3:
  1378. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1379. break;
  1380. case 4:
  1381. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1382. break;
  1383. case 5:
  1384. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1385. break;
  1386. }
  1387. break;
  1388. case LG_MOONSLASHER:
  1389. rate = 32 + 8 * skill_lv;
  1390. 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.
  1391. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1392. else if( dstmd )
  1393. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1394. break;
  1395. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1396. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1397. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1398. break;
  1399. case LG_EARTHDRIVE:
  1400. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1401. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1402. break;
  1403. case LG_HESPERUSLIT:
  1404. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1405. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1406. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1407. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1408. break;
  1409. case SR_DRAGONCOMBO:
  1410. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1411. break;
  1412. case SR_FALLENEMPIRE:
  1413. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1414. break;
  1415. case SR_WINDMILL:
  1416. if( dstsd )
  1417. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1418. else if( dstmd )
  1419. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1420. break;
  1421. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1422. 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));
  1423. break;
  1424. case SR_EARTHSHAKER:
  1425. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1426. break;
  1427. case SR_HOWLINGOFLION:
  1428. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1429. break;
  1430. case WM_SOUND_OF_DESTRUCTION:
  1431. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1432. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1433. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1434. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1435. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1436. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1437. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1438. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1439. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1440. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1441. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1442. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1443. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1444. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1445. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1446. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1447. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1448. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1449. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1450. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1451. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1452. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1453. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1454. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1455. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1456. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1457. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1458. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1459. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1460. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1461. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1462. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1463. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1464. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1465. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1466. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1467. }
  1468. break;
  1469. case SO_EARTHGRAVE:
  1470. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1471. break;
  1472. case SO_DIAMONDDUST:
  1473. rate = 5 + 5 * skill_lv;
  1474. if( sc && sc->data[SC_COOLER_OPTION] )
  1475. rate += (sd ? sd->status.job_level / 5 : 0);
  1476. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1477. break;
  1478. case SO_VARETYR_SPEAR:
  1479. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1480. break;
  1481. case GN_SLINGITEM_RANGEMELEEATK:
  1482. if( sd ) {
  1483. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1484. case ITEMID_COCONUT_BOMB:
  1485. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1486. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1487. break;
  1488. case ITEMID_MELON_BOMB:
  1489. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1490. break;
  1491. case ITEMID_BANANA_BOMB:
  1492. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, 1000 * sd->status.job_level / 4);
  1493. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1494. break;
  1495. }
  1496. sd->itemid = -1;
  1497. }
  1498. break;
  1499. case GN_HELLS_PLANT_ATK:
  1500. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1501. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1502. break;
  1503. case EL_WIND_SLASH: // Non confirmed rate.
  1504. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1505. break;
  1506. case EL_STONE_HAMMER:
  1507. rate = 10 * skill_lv;
  1508. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1509. break;
  1510. case EL_ROCK_CRUSHER:
  1511. case EL_ROCK_CRUSHER_ATK:
  1512. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1513. break;
  1514. case EL_TYPOON_MIS:
  1515. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1516. break;
  1517. case KO_JYUMONJIKIRI:
  1518. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1519. break;
  1520. case KO_SETSUDAN:
  1521. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1522. break;
  1523. case KO_MAKIBISHI:
  1524. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1525. break;
  1526. case MH_EQC:
  1527. {
  1528. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1529. if (hd) {
  1530. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1531. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1532. }
  1533. }
  1534. break;
  1535. case MH_LAVA_SLIDE:
  1536. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1537. break;
  1538. case MH_STAHL_HORN:
  1539. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1540. break;
  1541. case MH_NEEDLE_OF_PARALYZE:
  1542. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1543. break;
  1544. case MH_SILVERVEIN_RUSH:
  1545. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1546. break;
  1547. case MH_MIDNIGHT_FRENZY:
  1548. {
  1549. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1550. int spiritball = (hd?hd->homunculus.spiritball:1);
  1551. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1552. }
  1553. break;
  1554. case MH_XENO_SLASHER:
  1555. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1556. break;
  1557. case WL_HELLINFERNO:
  1558. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1559. break;
  1560. case NC_MAGMA_ERUPTION:
  1561. if (attack_type&BF_WEAPON) // Stun effect from 'slam'
  1562. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1563. if (attack_type&BF_MISC) // Burning effect from 'eruption'
  1564. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1565. break;
  1566. case GC_DARKCROW:
  1567. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1568. break;
  1569. case GN_ILLUSIONDOPING:
  1570. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1571. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1572. break;
  1573. case RL_MASS_SPIRAL:
  1574. sc_start2(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); //(custom)
  1575. break;
  1576. case RL_SLUGSHOT:
  1577. if (bl->type != BL_PC)
  1578. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1579. break;
  1580. case RL_BANISHING_BUSTER: {
  1581. uint16 i, n = skill_lv;
  1582. if (!tsc || !tsc->count)
  1583. break;
  1584. if (status_isimmune(bl))
  1585. break;
  1586. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1587. if (sd)
  1588. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1589. break;
  1590. }
  1591. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1592. if (!tsc->data[i])
  1593. continue;
  1594. switch (i) {
  1595. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1596. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1597. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1598. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1599. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1600. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1601. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1602. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1603. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1604. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1605. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1606. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1607. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1608. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1609. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1610. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1611. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1612. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1613. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1614. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1615. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1616. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1617. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1618. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1619. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1620. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1621. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1622. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1623. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1624. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1625. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1626. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1627. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1628. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1629. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1630. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1631. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1632. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1633. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1634. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1635. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1636. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1637. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  1638. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1639. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1640. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1641. case SC_ACTIVE_MONSTER_TRANSFORM:
  1642. #ifdef RENEWAL
  1643. case SC_EXTREMITYFIST2:
  1644. #endif
  1645. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1646. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1647. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1648. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1649. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1650. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1651. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1652. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1653. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1654. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1655. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1656. case SC_SPRITEMABLE: case SC_BITESCAR:
  1657. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1658. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1659. continue;
  1660. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1661. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1662. case SC_FORTUNE: case SC_SERVICE4U:
  1663. if(tsc->data[i]->val4==0)
  1664. continue; //if in song-area don't end it
  1665. break;
  1666. case SC_ASSUMPTIO:
  1667. if( bl->type == BL_MOB )
  1668. continue;
  1669. break;
  1670. }
  1671. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1672. tsc->data[i]->val2 = 0;
  1673. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1674. n--;
  1675. }
  1676. //Remove bonus_script by Banishing Buster
  1677. if (dstsd)
  1678. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1679. }
  1680. break;
  1681. case RL_S_STORM:
  1682. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1683. {
  1684. 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 };
  1685. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1686. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1687. BCT_ENEMY);
  1688. }
  1689. break;
  1690. case RL_AM_BLAST:
  1691. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1692. break;
  1693. case RL_HAMMER_OF_GOD:
  1694. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1695. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1696. break;
  1697. case SU_SCRATCH:
  1698. sc_start2(src, bl, SC_BLEEDING, (skill_lv * 3), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
  1699. break;
  1700. case SU_SV_STEMSPEAR:
  1701. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1702. break;
  1703. case SU_CN_METEOR:
  1704. if (skill_area_temp[3] == 1)
  1705. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1706. break;
  1707. //case SU_SCAROFTAROU:
  1708. // sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
  1709. // break;
  1710. case SU_LUNATICCARROTBEAT:
  1711. if (skill_area_temp[3] == 1)
  1712. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1713. break;
  1714. } //end switch skill_id
  1715. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1716. { //Pass heritage to Master for status causing effects. [Skotlex]
  1717. sd = map_id2sd(md->master_id);
  1718. src = sd?&sd->bl:src;
  1719. }
  1720. // Coma
  1721. if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1722. rate = 0;
  1723. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1724. if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  1725. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1726. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1727. }
  1728. if (attack_type&BF_WEAPON) {
  1729. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1730. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1731. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1732. }
  1733. if (rate > 0)
  1734. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1735. }
  1736. if( attack_type&BF_WEAPON )
  1737. { // Breaking Equipment
  1738. if( sd && battle_config.equip_self_break_rate )
  1739. { // Self weapon breaking
  1740. rate = battle_config.equip_natural_break_rate;
  1741. if( sc )
  1742. {
  1743. if(sc->data[SC_GIANTGROWTH])
  1744. rate += 10;
  1745. if(sc->data[SC_OVERTHRUST])
  1746. rate += 10;
  1747. if(sc->data[SC_MAXOVERTHRUST])
  1748. rate += 10;
  1749. }
  1750. if( rate )
  1751. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1752. }
  1753. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1754. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1755. // Target weapon breaking
  1756. rate = 0;
  1757. if( sd )
  1758. rate += sd->bonus.break_weapon_rate;
  1759. if( sc && sc->data[SC_MELTDOWN] )
  1760. rate += sc->data[SC_MELTDOWN]->val2;
  1761. if( rate )
  1762. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1763. // Target armor breaking
  1764. rate = 0;
  1765. if( sd )
  1766. rate += sd->bonus.break_armor_rate;
  1767. if( sc && sc->data[SC_MELTDOWN] )
  1768. rate += sc->data[SC_MELTDOWN]->val3;
  1769. if( rate )
  1770. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1771. }
  1772. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1773. if (sd->def_set_race[tstatus->race].rate)
  1774. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1775. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1776. if (sd->def_set_race[tstatus->race].rate)
  1777. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1778. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1779. if (sd->norecover_state_race[tstatus->race].rate)
  1780. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1781. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1782. }
  1783. }
  1784. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1785. struct unit_data *ud = unit_bl2ud(src);
  1786. if( sc->data[SC_WILD_STORM_OPTION] )
  1787. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1788. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1789. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1790. else if( sc->data[SC_TROPIC_OPTION] )
  1791. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1792. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1793. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1794. else
  1795. skill = 0;
  1796. if ( rnd()%100 < 25 && skill ){
  1797. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1798. if (ud) {
  1799. rate = skill_delayfix(src, skill, skill_lv);
  1800. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1801. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1802. if ( battle_config.display_status_timers )
  1803. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1804. }
  1805. }
  1806. }
  1807. }
  1808. // Autospell when attacking
  1809. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1810. {
  1811. struct block_list *tbl;
  1812. struct unit_data *ud;
  1813. int i, autospl_skill_lv, type;
  1814. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1815. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1816. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1817. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1818. continue; // one or more trigger conditions were not fulfilled
  1819. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1820. sd->state.autocast = 1;
  1821. if ( skill_isNotOk(skill, sd) ) {
  1822. sd->state.autocast = 0;
  1823. continue;
  1824. }
  1825. sd->state.autocast = 0;
  1826. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1827. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1828. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1829. if (rnd()%1000 >= rate)
  1830. continue;
  1831. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1832. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1833. int maxcount = 0;
  1834. if( !(BL_PC&battle_config.skill_reiteration) &&
  1835. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1836. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1837. )
  1838. continue;
  1839. if( BL_PC&battle_config.skill_nofootset &&
  1840. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1841. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1842. )
  1843. continue;
  1844. if( BL_PC&battle_config.land_skill_limit &&
  1845. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1846. ) {
  1847. int v;
  1848. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1849. if(sd->ud.skillunit[v]->skill_id == skill)
  1850. maxcount--;
  1851. }
  1852. if( maxcount == 0 )
  1853. continue;
  1854. }
  1855. }
  1856. if (battle_config.autospell_check_range &&
  1857. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  1858. continue;
  1859. if (skill == AS_SONICBLOW)
  1860. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1861. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1862. type = CAST_GROUND;
  1863. sd->state.autocast = 1;
  1864. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1865. skill_toggle_magicpower(src, skill);
  1866. switch (type) {
  1867. case CAST_GROUND:
  1868. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1869. break;
  1870. case CAST_NODAMAGE:
  1871. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1872. break;
  1873. case CAST_DAMAGE:
  1874. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1875. break;
  1876. }
  1877. sd->state.autocast = 0;
  1878. //Set canact delay. [Skotlex]
  1879. ud = unit_bl2ud(src);
  1880. if (ud) {
  1881. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1882. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1883. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1884. if ( battle_config.display_status_timers && sd )
  1885. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1886. }
  1887. }
  1888. }
  1889. }
  1890. //Autobonus when attacking
  1891. if( sd && sd->autobonus[0].rate )
  1892. {
  1893. int i;
  1894. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1895. {
  1896. if( rnd()%1000 >= sd->autobonus[i].rate )
  1897. continue;
  1898. if( sd->autobonus[i].active != INVALID_TIMER )
  1899. continue;
  1900. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1901. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1902. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1903. continue; // one or more trigger conditions were not fulfilled
  1904. pc_exeautobonus(sd,&sd->autobonus[i]);
  1905. }
  1906. }
  1907. //Polymorph
  1908. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1909. dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) &&
  1910. (rnd()%10000 < sd->bonus.classchange))
  1911. {
  1912. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0);
  1913. if (class_ != 0 && mobdb_checkid(class_))
  1914. mob_class_change(dstmd,class_);
  1915. }
  1916. return 0;
  1917. }
  1918. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1919. uint8 i;
  1920. struct block_list *tbl;
  1921. if( sd == NULL || !skill_id )
  1922. return 0;
  1923. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1924. int skill, skill_lv, type;
  1925. if( sd->autospell3[i].flag != skill_id )
  1926. continue;
  1927. if( sd->autospell3[i].lock )
  1928. continue; // autospell already being executed
  1929. skill = sd->autospell3[i].id;
  1930. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1931. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  1932. sd->state.autocast = 0;
  1933. continue;
  1934. }
  1935. sd->state.autocast = 0;
  1936. if( skill >= 0 && bl == NULL )
  1937. continue; // No target
  1938. if( rnd()%1000 >= sd->autospell3[i].rate )
  1939. continue;
  1940. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1941. if( skill < 0 ) {
  1942. tbl = &sd->bl;
  1943. skill *= -1;
  1944. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1945. }
  1946. else
  1947. tbl = bl;
  1948. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1949. int maxcount = 0;
  1950. if( !(BL_PC&battle_config.skill_reiteration) &&
  1951. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1952. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1953. continue;
  1954. if( BL_PC&battle_config.skill_nofootset &&
  1955. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1956. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1957. continue;
  1958. if( BL_PC&battle_config.land_skill_limit &&
  1959. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1960. {
  1961. int v;
  1962. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1963. if(sd->ud.skillunit[v]->skill_id == skill)
  1964. maxcount--;
  1965. }
  1966. if( maxcount == 0 )
  1967. continue;
  1968. }
  1969. }
  1970. if (battle_config.autospell_check_range &&
  1971. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  1972. continue;
  1973. sd->state.autocast = 1;
  1974. sd->autospell3[i].lock = true;
  1975. skill_consume_requirement(sd,skill,skill_lv,1);
  1976. switch( type ) {
  1977. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1978. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1979. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1980. }
  1981. sd->autospell3[i].lock = false;
  1982. sd->state.autocast = 0;
  1983. }
  1984. if( sd && sd->autobonus3[0].rate ) {
  1985. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1986. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1987. continue;
  1988. if( sd->autobonus3[i].active != INVALID_TIMER )
  1989. continue;
  1990. if( sd->autobonus3[i].atk_type != skill_id )
  1991. continue;
  1992. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1993. }
  1994. }
  1995. return 1;
  1996. }
  1997. /* Splitted off from skill_additional_effect, which is never called when the
  1998. * attack skill kills the enemy. Place in this function counter status effects
  1999. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2000. * from cards) that will take effect on the source, not the target. [Skotlex]
  2001. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2002. * type of skills, so not every instance of skill_additional_effect needs a call
  2003. * to this one.
  2004. */
  2005. 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)
  2006. {
  2007. int rate;
  2008. struct map_session_data *sd=NULL;
  2009. struct map_session_data *dstsd=NULL;
  2010. nullpo_ret(src);
  2011. nullpo_ret(bl);
  2012. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2013. sd = BL_CAST(BL_PC, src);
  2014. dstsd = BL_CAST(BL_PC, bl);
  2015. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2016. enum sc_type type;
  2017. uint8 i;
  2018. unsigned int time = 0;
  2019. for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) {
  2020. rate = dstsd->addeff_atked[i].rate;
  2021. if (attack_type&BF_LONG)
  2022. rate += dstsd->addeff_atked[i].arrow_rate;
  2023. if (!rate)
  2024. continue;
  2025. if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2026. if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2027. (dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2028. continue; //Range Failed.
  2029. }
  2030. type = dstsd->addeff_atked[i].sc;
  2031. time = dstsd->addeff_atked[i].duration;
  2032. if (dstsd->addeff_atked[i].flag&ATF_TARGET && src != bl)
  2033. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2034. if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl))
  2035. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2036. }
  2037. }
  2038. switch(skill_id) {
  2039. case MO_EXTREMITYFIST:
  2040. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2041. break;
  2042. case GS_FULLBUSTER:
  2043. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2044. break;
  2045. case HFLI_SBR44: //[orn]
  2046. case HVAN_EXPLOSION:
  2047. if(src->type == BL_HOM){
  2048. TBL_HOM *hd = (TBL_HOM*)src;
  2049. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2050. if (hd->master)
  2051. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2052. }
  2053. break;
  2054. case CR_GRANDCROSS:
  2055. case NPC_GRANDDARKNESS:
  2056. attack_type |= BF_WEAPON;
  2057. break;
  2058. case LG_HESPERUSLIT:
  2059. {
  2060. struct status_change *sc = status_get_sc(src);
  2061. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2062. char i;
  2063. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2064. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2065. }
  2066. }
  2067. break;
  2068. }
  2069. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2070. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  2071. 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);
  2072. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2073. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2074. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2075. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2076. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2077. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2078. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2079. }
  2080. if( sd && status_isdead(bl) ) {
  2081. int sp = 0, hp = 0;
  2082. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2083. sp += sd->bonus.sp_gain_value;
  2084. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2085. hp += sd->bonus.hp_gain_value;
  2086. }
  2087. if( attack_type&BF_MAGIC ) {
  2088. sp += sd->bonus.magic_sp_gain_value;
  2089. hp += sd->bonus.magic_hp_gain_value;
  2090. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2091. struct status_change *sc = NULL;
  2092. if( ( sc = status_get_sc(src) ) ) {
  2093. if(sc->data[SC_SPIRIT] &&
  2094. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2095. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2096. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2097. }
  2098. }
  2099. }
  2100. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2101. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2102. }
  2103. }
  2104. // Trigger counter-spells to retaliate against damage causing skills.
  2105. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  2106. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  2107. {
  2108. struct block_list *tbl;
  2109. struct unit_data *ud;
  2110. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2111. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  2112. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  2113. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  2114. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  2115. continue; // one or more trigger conditions were not fulfilled
  2116. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  2117. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  2118. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2119. autospl_rate = dstsd->autospell2[i].rate;
  2120. //Physical range attacks only trigger autospells half of the time
  2121. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2122. autospl_rate>>=1;
  2123. dstsd->state.autocast = 1;
  2124. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2125. dstsd->state.autocast = 0;
  2126. continue;
  2127. }
  2128. dstsd->state.autocast = 0;
  2129. if (rnd()%1000 >= autospl_rate)
  2130. continue;
  2131. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  2132. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  2133. int maxcount = 0;
  2134. if( !(BL_PC&battle_config.skill_reiteration) &&
  2135. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2136. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2137. )
  2138. continue;
  2139. if( BL_PC&battle_config.skill_nofootset &&
  2140. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2141. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2142. )
  2143. continue;
  2144. if( BL_PC&battle_config.land_skill_limit &&
  2145. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2146. ) {
  2147. int v;
  2148. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2149. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2150. maxcount--;
  2151. }
  2152. if( maxcount == 0 ) {
  2153. continue;
  2154. }
  2155. }
  2156. }
  2157. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2158. continue;
  2159. dstsd->state.autocast = 1;
  2160. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2161. switch (type) {
  2162. case CAST_GROUND:
  2163. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2164. break;
  2165. case CAST_NODAMAGE:
  2166. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2167. break;
  2168. case CAST_DAMAGE:
  2169. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2170. break;
  2171. }
  2172. dstsd->state.autocast = 0;
  2173. //Set canact delay. [Skotlex]
  2174. ud = unit_bl2ud(bl);
  2175. if (ud) {
  2176. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2177. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2178. ud->canact_tick = max(tick + autospl_rate, ud->canact_tick);
  2179. if ( battle_config.display_status_timers && dstsd )
  2180. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2181. }
  2182. }
  2183. }
  2184. }
  2185. //Autobonus when attacked
  2186. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2187. int i;
  2188. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2189. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2190. continue;
  2191. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2192. continue;
  2193. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2194. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2195. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2196. continue; // one or more trigger conditions were not fulfilled
  2197. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2198. }
  2199. }
  2200. return 0;
  2201. }
  2202. /*=========================================================================
  2203. Breaks equipment. On-non players causes the corresponding strip effect.
  2204. - rate goes from 0 to 10000 (100.00%)
  2205. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2206. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2207. --------------------------------------------------------------------------*/
  2208. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2209. {
  2210. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2211. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2212. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2213. struct status_change *sc = status_get_sc(bl);
  2214. int i;
  2215. TBL_PC *sd;
  2216. sd = BL_CAST(BL_PC, bl);
  2217. if (sc && !sc->count)
  2218. sc = NULL;
  2219. if (sd) {
  2220. if (sd->bonus.unbreakable_equip)
  2221. where &= ~sd->bonus.unbreakable_equip;
  2222. if (sd->bonus.unbreakable)
  2223. rate -= rate*sd->bonus.unbreakable/100;
  2224. if (where&EQP_WEAPON) {
  2225. switch (sd->status.weapon) {
  2226. case W_FIST: //Bare fists should not break :P
  2227. case W_1HAXE:
  2228. case W_2HAXE:
  2229. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2230. case W_2HMACE:
  2231. case W_STAFF:
  2232. case W_2HSTAFF:
  2233. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2234. case W_HUUMA:
  2235. where &= ~EQP_WEAPON;
  2236. }
  2237. }
  2238. }
  2239. if (flag&BCT_ENEMY) {
  2240. if (battle_config.equip_skill_break_rate != 100)
  2241. rate = rate*battle_config.equip_skill_break_rate/100;
  2242. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2243. if (battle_config.equip_self_break_rate != 100)
  2244. rate = rate*battle_config.equip_self_break_rate/100;
  2245. }
  2246. for (i = 0; i < 4; i++) {
  2247. if (where&where_list[i]) {
  2248. if (sc && sc->count && sc->data[scdef[i]])
  2249. where&=~where_list[i];
  2250. else if (rnd()%10000 >= rate)
  2251. where&=~where_list[i];
  2252. else if (!sd) //Cause Strip effect.
  2253. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2254. }
  2255. }
  2256. if (!where) //Nothing to break.
  2257. return 0;
  2258. if (sd) {
  2259. for (i = 0; i < EQI_MAX; i++) {
  2260. short j = sd->equip_index[i];
  2261. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2262. continue;
  2263. switch(i) {
  2264. case EQI_HEAD_TOP: //Upper Head
  2265. flag = (where&EQP_HELM);
  2266. break;
  2267. case EQI_ARMOR: //Body
  2268. flag = (where&EQP_ARMOR);
  2269. break;
  2270. case EQI_HAND_R: //Left/Right hands
  2271. case EQI_HAND_L:
  2272. flag = (
  2273. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2274. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2275. break;
  2276. case EQI_SHOES:
  2277. flag = (where&EQP_SHOES);
  2278. break;
  2279. case EQI_GARMENT:
  2280. flag = (where&EQP_GARMENT);
  2281. break;
  2282. default:
  2283. continue;
  2284. }
  2285. if (flag) {
  2286. sd->inventory.u.items_inventory[j].attribute = 1;
  2287. pc_unequipitem(sd, j, 3);
  2288. }
  2289. }
  2290. clif_equiplist(sd);
  2291. }
  2292. return where; //Return list of pieces broken.
  2293. }
  2294. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2295. {
  2296. struct status_change *sc;
  2297. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2298. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2299. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2300. int i;
  2301. if (rnd()%100 >= rate)
  2302. return 0;
  2303. sc = status_get_sc(bl);
  2304. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2305. return 0;
  2306. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2307. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2308. where&=~pos[i];
  2309. }
  2310. if (!where) return 0;
  2311. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2312. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2313. where&=~pos[i];
  2314. }
  2315. return where?1:0;
  2316. }
  2317. /**
  2318. * Used to knock back players, monsters, traps, etc
  2319. * @param src Object that give knock back
  2320. * @param target Object that receive knock back
  2321. * @param count Number of knock back cell requested
  2322. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2323. * @param flag
  2324. 0x01 - position update packets must not be sent
  2325. 0x02 - ignores players' special_state.no_knockback
  2326. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2327. 0x04 - at WOE/BG map
  2328. 0x08 - if target is MD_KNOCKBACK_IMMUNE
  2329. 0x10 - if target has 'special_state.no_knockback'
  2330. 0x20 - if target is in Basilica area
  2331. * @return Number of knocked back cells done
  2332. */
  2333. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2334. {
  2335. int dx = 0, dy = 0;
  2336. uint8 reason = 0, checkflag = 0;
  2337. struct status_change *tsc = status_get_sc(target);
  2338. nullpo_ret(src);
  2339. nullpo_ret(target);
  2340. if (!count)
  2341. return count; // Actual knockback distance is 0.
  2342. // Create flag needed in unit_blown_immune
  2343. if(src != target)
  2344. checkflag |= 0x1; // Offensive
  2345. if(!(flag&0x2))
  2346. checkflag |= 0x2; // Knockback type
  2347. if(status_get_class_(src) == CLASS_BOSS)
  2348. checkflag |= 0x4; // Boss attack
  2349. // Get reason and check for flags
  2350. reason = unit_blown_immune(target, checkflag);
  2351. switch(reason) {
  2352. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2353. case 2: return ((flag&0x08) ? count : 0); // Immune can't be knocked back
  2354. case 3: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2355. case 4: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2356. case 5: return count; // Trap cannot be knocked back
  2357. }
  2358. if (dir == -1) // <optimized>: do the computation here instead of outside
  2359. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2360. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2361. dx = -dirx[dir];
  2362. dy = -diry[dir];
  2363. }
  2364. if (tsc && tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2365. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2366. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2367. }
  2368. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2369. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2370. // In case of success returns type of reflection, otherwise 0
  2371. // 1 - Regular reflection (Maya)
  2372. // 2 - SL_KAITE reflection
  2373. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2374. {
  2375. struct status_change *sc = status_get_sc(bl);
  2376. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2377. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2378. // Item-based reflection - Bypasses Boss check
  2379. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2380. return 1;
  2381. }
  2382. // Magic Mirror reflection - Bypasses Boss check
  2383. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2384. return 1;
  2385. if( status_get_class_(src) == CLASS_BOSS )
  2386. return 0;
  2387. // status-based reflection
  2388. if( !sc || sc->count == 0 )
  2389. return 0;
  2390. // Kaite reflection - Does not bypass Boss check
  2391. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) ) {
  2392. // Kaite only works against non-players if they are low-level.
  2393. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2394. clif_specialeffect(bl, 438, AREA);
  2395. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2396. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2397. return 2;
  2398. }
  2399. return 0;
  2400. }
  2401. /**
  2402. * Checks whether a skill can be used in combos or not
  2403. * @param skill_id: Target skill
  2404. * @return 0: Skill is not a combo
  2405. * 1: Skill is a normal combo
  2406. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2407. * @author Panikon
  2408. */
  2409. int skill_is_combo(uint16 skill_id) {
  2410. switch(skill_id) {
  2411. case MO_CHAINCOMBO:
  2412. case MO_COMBOFINISH:
  2413. case CH_TIGERFIST:
  2414. case CH_CHAINCRUSH:
  2415. case MO_EXTREMITYFIST:
  2416. case TK_TURNKICK:
  2417. case TK_STORMKICK:
  2418. case TK_DOWNKICK:
  2419. case TK_COUNTER:
  2420. case TK_JUMPKICK:
  2421. case HT_POWER:
  2422. case GC_COUNTERSLASH:
  2423. case GC_WEAPONCRUSH:
  2424. case SR_DRAGONCOMBO:
  2425. return 1;
  2426. case SR_FALLENEMPIRE:
  2427. case SR_TIGERCANNON:
  2428. case SR_GATEOFHELL:
  2429. return 2;
  2430. }
  2431. return 0;
  2432. }
  2433. /*
  2434. * Combo handler, start stop combo status
  2435. */
  2436. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2437. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2438. switch (skill_id) {
  2439. case MH_MIDNIGHT_FRENZY:
  2440. case MH_EQC:
  2441. {
  2442. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2443. short idx = hom_skill_get_index(skill_id2);
  2444. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2445. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2446. if (idx == -1)
  2447. break;
  2448. sd = hd->master;
  2449. hd->homunculus.hskill[idx].flag= flag;
  2450. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2451. }
  2452. break;
  2453. case MO_COMBOFINISH:
  2454. case CH_TIGERFIST:
  2455. case CH_CHAINCRUSH:
  2456. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2457. break;
  2458. case TK_JUMPKICK:
  2459. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2460. break;
  2461. case MO_TRIPLEATTACK:
  2462. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2463. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2464. break;
  2465. case SR_FALLENEMPIRE:
  2466. if (sd){
  2467. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2468. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2469. }
  2470. break;
  2471. }
  2472. }
  2473. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2474. unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2475. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2476. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2477. struct status_change_entry *sce;
  2478. TBL_PC *sd = BL_CAST(BL_PC,src);
  2479. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2480. struct status_change *sc = status_get_sc(src);
  2481. if(sc == NULL) return;
  2482. //End previous combo state after skill is invoked
  2483. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2484. switch (skill_id) {
  2485. case TK_TURNKICK:
  2486. case TK_STORMKICK:
  2487. case TK_DOWNKICK:
  2488. case TK_COUNTER:
  2489. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2490. sce->val1 = skill_id; //Update combo-skill
  2491. sce->val3 = skill_id;
  2492. if( sce->timer != INVALID_TIMER )
  2493. delete_timer(sce->timer, status_change_timer);
  2494. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2495. break;
  2496. }
  2497. unit_cancel_combo(src); // Cancel combo wait
  2498. break;
  2499. default:
  2500. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2501. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2502. }
  2503. }
  2504. //start new combo
  2505. if (sd) { //player only
  2506. switch (skill_id) {
  2507. case MO_TRIPLEATTACK:
  2508. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2509. duration = 1;
  2510. target_id = 0; // Will target current auto-target instead
  2511. }
  2512. break;
  2513. case MO_CHAINCOMBO:
  2514. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2515. duration = 1;
  2516. target_id = 0; // Will target current auto-target instead
  2517. }
  2518. break;
  2519. case MO_COMBOFINISH:
  2520. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2521. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2522. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2523. duration = 1;
  2524. target_id = 0; // Will target current auto-target instead
  2525. }
  2526. case CH_TIGERFIST:
  2527. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2528. duration = 1;
  2529. target_id = 0; // Will target current auto-target instead
  2530. }
  2531. case CH_CHAINCRUSH:
  2532. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2533. duration = 1;
  2534. target_id = 0; // Will target current auto-target instead
  2535. }
  2536. break;
  2537. case AC_DOUBLE:
  2538. if (pc_checkskill(sd, HT_POWER)) {
  2539. duration = 2000;
  2540. nodelay = 1; //Neither gives walk nor attack delay
  2541. target_id = 0; //Does not need to be used on previous target
  2542. }
  2543. break;
  2544. case SR_DRAGONCOMBO:
  2545. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2546. duration = 1;
  2547. break;
  2548. case SR_FALLENEMPIRE:
  2549. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2550. duration = 1;
  2551. break;
  2552. }
  2553. }
  2554. else { //other
  2555. switch(skill_id) {
  2556. case MH_TINDER_BREAKER:
  2557. case MH_CBC:
  2558. case MH_SONIC_CRAW:
  2559. case MH_SILVERVEIN_RUSH:
  2560. if(hd->homunculus.spiritball > 0) duration = 2000;
  2561. nodelay = 1;
  2562. break;
  2563. case MH_EQC:
  2564. case MH_MIDNIGHT_FRENZY:
  2565. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2566. nodelay = 1;
  2567. break;
  2568. }
  2569. }
  2570. if (duration) { //Possible to chain
  2571. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2572. duration = umax(status_get_amotion(src),duration); //Never less than aMotion
  2573. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2574. clif_combo_delay(src, duration);
  2575. }
  2576. }
  2577. /**
  2578. * Copy skill by Plagiarism or Reproduce
  2579. * @param src: The caster
  2580. * @param bl: The target
  2581. * @param skill_id: Skill that casted
  2582. * @param skill_lv: Skill level of the casted skill
  2583. */
  2584. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2585. {
  2586. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2587. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2588. return;
  2589. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2590. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2591. return;
  2592. else {
  2593. uint16 idx;
  2594. unsigned char lv;
  2595. skill_id = skill_dummy2skill_id(skill_id);
  2596. //Use skill index, avoiding out-of-bound array [Cydh]
  2597. if (!(idx = skill_get_index(skill_id)))
  2598. return;
  2599. switch (skill_isCopyable(tsd,idx)) {
  2600. case 1: //Copied by Plagiarism
  2601. {
  2602. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2603. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2604. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2605. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2606. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2607. }
  2608. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2609. tsd->cloneskill_idx = idx;
  2610. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2611. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2612. }
  2613. break;
  2614. case 2: //Copied by Reproduce
  2615. {
  2616. struct status_change *tsc = status_get_sc(bl);
  2617. //Already did SC check
  2618. //Skill level copied depends on Reproduce skill that used
  2619. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2620. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2621. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2622. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2623. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2624. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2625. }
  2626. //Level dependent and limitation.
  2627. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2628. lv = min(lv,skill_get_max(skill_id));
  2629. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2630. lv = min(lv,skill_lv);
  2631. tsd->reproduceskill_idx = idx;
  2632. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2633. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2634. }
  2635. break;
  2636. default: return;
  2637. }
  2638. tsd->status.skill[idx].id = skill_id;
  2639. tsd->status.skill[idx].lv = lv;
  2640. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2641. clif_addskill(tsd,skill_id);
  2642. }
  2643. }
  2644. /**
  2645. * Knockback the target on skill_attack
  2646. * @param src is the master behind the attack
  2647. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2648. * @param target is the target to be attacked.
  2649. * @param blewcount
  2650. * @param skill_id
  2651. * @param skill_lv
  2652. * @param damage
  2653. * @param tick
  2654. * @param flag can hold a bunch of information:
  2655. */
  2656. 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) {
  2657. int8 dir = -1; // Default direction
  2658. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2659. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2660. if (!blewcount || target == dsrc || status_isdead(target))
  2661. return;
  2662. // Skill specific direction
  2663. switch (skill_id) {
  2664. case MG_FIREWALL:
  2665. case GN_WALLOFTHORN:
  2666. case EL_FIRE_MANTLE:
  2667. dir = unit_getdir(target); // Backwards
  2668. break;
  2669. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2670. case WZ_STORMGUST:
  2671. if(!battle_config.stormgust_knockback)
  2672. dir = rnd()%8;
  2673. break;
  2674. case MC_CARTREVOLUTION:
  2675. if (battle_config.cart_revo_knockback)
  2676. dir = 6; // Official servers push target to the West
  2677. break;
  2678. case AC_SHOWER:
  2679. case WL_CRIMSONROCK:
  2680. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2681. dir = map_calc_dir(target, src->x, src->y);
  2682. else
  2683. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2684. break;
  2685. case HT_PHANTASMIC: // issue #1378
  2686. if (status_get_hp(target) - damage <= 0) return;
  2687. break;
  2688. }
  2689. // Blown-specific handling
  2690. switch( skill_id ) {
  2691. case LG_OVERBRAND_BRANDISH:
  2692. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2693. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2694. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2695. break;
  2696. case SR_KNUCKLEARROW:
  2697. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2698. // Boss & Immune Knockback stay in place and don't get bonus damage
  2699. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2700. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x02|0x04|0x08|0x10|0x20) < blewcount)
  2701. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2702. dir_ka = -1;
  2703. break;
  2704. case RL_R_TRIP:
  2705. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2706. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2707. break;
  2708. case RL_SLUGSHOT:
  2709. skill_blown(dsrc,target,blewcount,dir, 0);
  2710. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2711. break;
  2712. default:
  2713. skill_blown(dsrc,target,blewcount,dir, 0);
  2714. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2715. TBL_SKILL *su = (TBL_SKILL*)target;
  2716. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2717. skill_blown(src, target, 3, -1, 0);
  2718. }
  2719. break;
  2720. }
  2721. clif_fixpos(target);
  2722. }
  2723. /*
  2724. * =========================================================================
  2725. * Does a skill attack with the given properties.
  2726. * @param src is the master behind the attack (player/mob/pet)
  2727. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2728. * @param bl is the target to be attacked.
  2729. * @param flag can hold a bunch of information:
  2730. * flag&1
  2731. * flag&2 - Disable re-triggered by double casting
  2732. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2733. * flag&8 - SC_COMBO state used to deal bonus damage
  2734. *
  2735. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2736. * (usually holds number of targets, or just 1 for simple splash attacks)
  2737. *
  2738. * flag&0xF000 - Values from enum e_skill_display
  2739. * flag&0x3F0000 - Values from enum e_battle_check_target
  2740. *
  2741. * flag&0x1000000 - Return 0 if damage was reflected
  2742. *-------------------------------------------------------------------------*/
  2743. 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)
  2744. {
  2745. struct Damage dmg;
  2746. struct status_data *sstatus, *tstatus;
  2747. struct status_change *sc, *tsc;
  2748. struct map_session_data *sd, *tsd;
  2749. int64 damage;
  2750. int8 rmdamage = 0;//magic reflected
  2751. int type;
  2752. enum e_damage_type dmg_type;
  2753. bool shadow_flag = false;
  2754. bool additional_effects = true;
  2755. if(skill_id > 0 && !skill_lv)
  2756. return 0;
  2757. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2758. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2759. nullpo_ret(bl); //Target to be attacked.
  2760. if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)))
  2761. return 0;
  2762. if (src != dsrc) {
  2763. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2764. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2765. return 0;
  2766. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2767. //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]
  2768. if (!status_check_skilluse(src, bl, skill_id, 2))
  2769. return 0;
  2770. }
  2771. sd = BL_CAST(BL_PC, src);
  2772. tsd = BL_CAST(BL_PC, bl);
  2773. sstatus = status_get_status_data(src);
  2774. tstatus = status_get_status_data(bl);
  2775. sc= status_get_sc(src);
  2776. tsc= status_get_sc(bl);
  2777. if (tsc && !tsc->count)
  2778. tsc = NULL; //Don't need it.
  2779. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2780. if (tsc && tsc->data[SC_TRICKDEAD])
  2781. return 0;
  2782. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2783. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2784. return 0;
  2785. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2786. //If the damage source is a unit, the damage is not delayed
  2787. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  2788. dmg.amotion = 0;
  2789. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2790. // Adjusted to the new system [Skotlex]
  2791. if( src->type == BL_PET ) { // [Valaris]
  2792. struct pet_data *pd = (TBL_PET*)src;
  2793. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2794. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2795. int element = skill_get_ele(skill_id, skill_lv);
  2796. /*if (skill_id == -1) Does it ever worked?
  2797. element = sstatus->rhw.ele;*/
  2798. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2799. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2800. else
  2801. dmg.damage = pd->a_skill->damage; // Fixed damage
  2802. }
  2803. else
  2804. dmg.damage = 1*pd->a_skill->div_;
  2805. dmg.damage2 = 0;
  2806. dmg.div_= pd->a_skill->div_;
  2807. }
  2808. }
  2809. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2810. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2811. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2812. { //Magic reflection, switch caster/target
  2813. struct block_list *tbl = bl;
  2814. rmdamage = 1;
  2815. bl = src;
  2816. src = tbl;
  2817. dsrc = tbl;
  2818. sd = BL_CAST(BL_PC, src);
  2819. tsd = BL_CAST(BL_PC, bl);
  2820. tsc = status_get_sc(bl);
  2821. if (tsc && !tsc->count)
  2822. tsc = NULL; //Don't need it.
  2823. /* bugreport:2564 flag&2 disables double casting trigger */
  2824. flag |= 2;
  2825. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2826. flag |= 4;
  2827. //Spirit of Wizard blocks Kaite's reflection
  2828. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2829. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2830. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2831. if (type >= 0) {
  2832. if ( tsd )
  2833. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2834. dmg.damage = dmg.damage2 = 0;
  2835. dmg.dmg_lv = ATK_MISS;
  2836. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2837. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2838. }
  2839. } else if( type != 2 ) /* Kaite bypasses */
  2840. additional_effects = false;
  2841. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2842. #if MAGIC_REFLECTION_TYPE
  2843. #ifdef RENEWAL
  2844. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2845. #else
  2846. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2847. // regardless of caster's equipment (Aegis 11.1)
  2848. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2849. #endif
  2850. short s_ele = skill_get_ele(skill_id, skill_lv);
  2851. if (s_ele == -1) // the skill takes the weapon's element
  2852. s_ele = sstatus->rhw.ele;
  2853. else if (s_ele == -2) //Use status element
  2854. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2855. else if( s_ele == -3 ) //Use random element
  2856. s_ele = rnd()%ELE_ALL;
  2857. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2858. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2859. struct status_data *status = status_get_status_data(bl);
  2860. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2861. per /=20; //Uses 20% SP intervals.
  2862. //SP Cost: 1% + 0.5% per every 20% SP
  2863. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2864. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2865. //Reduction: 6% + 6% every 20%
  2866. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2867. }
  2868. }
  2869. #endif
  2870. }
  2871. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2872. #ifndef RENEWAL
  2873. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  2874. #endif
  2875. int sp = skill_get_sp(skill_id,skill_lv);
  2876. dmg.damage = dmg.damage2 = 0;
  2877. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2878. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2879. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2880. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2881. status_heal(bl, 0, sp, 2);
  2882. }
  2883. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2884. dmg.damage = dmg.damage2 = 0;
  2885. dmg.dmg_lv = ATK_MISS;
  2886. }
  2887. }
  2888. damage = dmg.damage + dmg.damage2;
  2889. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2890. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2891. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2892. damage = 1;
  2893. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2894. struct block_list *nbl;
  2895. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2896. if( nbl ){ // Only one target is chosen.
  2897. damage = damage / 2; // Deflect half of the damage to a target nearby
  2898. 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, DMG_SKILL);
  2899. }
  2900. }
  2901. //Skill hit type
  2902. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  2903. switch( skill_id ) {
  2904. case SC_TRIANGLESHOT:
  2905. if( rnd()%100 > (1 + skill_lv) )
  2906. dmg.blewcount = 0;
  2907. break;
  2908. default:
  2909. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2910. dmg.blewcount = 0; //only pushback when it hit for other
  2911. break;
  2912. }
  2913. switch( skill_id ) {
  2914. case CR_GRANDCROSS:
  2915. case NPC_GRANDDARKNESS:
  2916. if( battle_config.gx_disptype)
  2917. dsrc = src;
  2918. if( src == bl)
  2919. dmg_type = DMG_ENDURE;
  2920. else
  2921. flag|= SD_ANIMATION;
  2922. break;
  2923. case NJ_TATAMIGAESHI: //For correct knockback.
  2924. dsrc = src;
  2925. flag|= SD_ANIMATION;
  2926. break;
  2927. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2928. int level;
  2929. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2930. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2931. }
  2932. break;
  2933. case SL_STIN:
  2934. case SL_STUN:
  2935. if (skill_lv >= 7) {
  2936. struct status_change *sc_cur = status_get_sc(src);
  2937. if (sc_cur && !sc_cur->data[SC_SMA])
  2938. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2939. }
  2940. break;
  2941. case GS_FULLBUSTER:
  2942. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2943. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2944. break;
  2945. }
  2946. //combo handling
  2947. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2948. //Display damage.
  2949. switch( skill_id ) {
  2950. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2951. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  2952. break;
  2953. //Skills that need be passed as a normal attack for the client to display correctly.
  2954. case HVAN_EXPLOSION:
  2955. case NPC_SELFDESTRUCTION:
  2956. if(src->type == BL_PC)
  2957. dmg.blewcount = 10;
  2958. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2959. // fall through
  2960. case KN_AUTOCOUNTER:
  2961. case NPC_CRITICALSLASH:
  2962. case TF_DOUBLE:
  2963. case GS_CHAINACTION:
  2964. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  2965. break;
  2966. case AS_SPLASHER:
  2967. if( flag&SD_ANIMATION ) // the surrounding targets
  2968. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  2969. else // the central target doesn't display an animation
  2970. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  2971. break;
  2972. case GN_SPORE_EXPLOSION:
  2973. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  2974. break;
  2975. case WL_HELLINFERNO:
  2976. case SR_EARTHSHAKER:
  2977. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SKILL);
  2978. break;
  2979. case WL_SOULEXPANSION:
  2980. case WL_COMET:
  2981. case KO_MUCHANAGE:
  2982. case NJ_HUUMA:
  2983. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  2984. break;
  2985. case WL_CHAINLIGHTNING_ATK:
  2986. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SKILL);
  2987. break;
  2988. case LG_SHIELDPRESS:
  2989. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SKILL);
  2990. break;
  2991. case LG_OVERBRAND:
  2992. case LG_OVERBRAND_BRANDISH:
  2993. dmg.amotion = status_get_amotion(src) * 2;
  2994. case LG_OVERBRAND_PLUSATK:
  2995. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  2996. break;
  2997. case EL_FIRE_BOMB:
  2998. case EL_FIRE_BOMB_ATK:
  2999. case EL_FIRE_WAVE:
  3000. case EL_FIRE_WAVE_ATK:
  3001. case EL_FIRE_MANTLE:
  3002. case EL_CIRCLE_OF_FIRE:
  3003. case EL_FIRE_ARROW:
  3004. case EL_ICE_NEEDLE:
  3005. case EL_WATER_SCREW:
  3006. case EL_WATER_SCREW_ATK:
  3007. case EL_WIND_SLASH:
  3008. case EL_TIDAL_WEAPON:
  3009. case EL_ROCK_CRUSHER:
  3010. case EL_ROCK_CRUSHER_ATK:
  3011. case EL_HURRICANE:
  3012. case EL_HURRICANE_ATK:
  3013. case KO_BAKURETSU:
  3014. case GN_CRAZYWEED_ATK:
  3015. case NC_MAGMA_ERUPTION:
  3016. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3017. break;
  3018. case GN_FIRE_EXPANSION_ACID:
  3019. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3020. break;
  3021. case GN_SLINGITEM_RANGEMELEEATK:
  3022. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SKILL);
  3023. break;
  3024. case EL_STONE_RAIN:
  3025. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3026. break;
  3027. case WM_SEVERE_RAINSTORM_MELEE:
  3028. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3029. break;
  3030. case WM_REVERBERATION_MELEE:
  3031. case WM_REVERBERATION_MAGIC:
  3032. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,DMG_SKILL);
  3033. break;
  3034. case SR_TIGERCANNON:
  3035. dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SKILL);
  3036. break;
  3037. case HT_CLAYMORETRAP:
  3038. case HT_BLASTMINE:
  3039. case HT_FLASHER:
  3040. case HT_FREEZINGTRAP:
  3041. case RA_CLUSTERBOMB:
  3042. case RA_FIRINGTRAP:
  3043. case RA_ICEBOUNDTRAP:
  3044. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3045. if( dsrc != src ) // avoid damage display redundancy
  3046. break;
  3047. //Fall through
  3048. case HT_LANDMINE:
  3049. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3050. break;
  3051. case WZ_SIGHTBLASTER:
  3052. //Sightblaster should never call clif_skill_damage twice
  3053. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3054. break;
  3055. case RL_R_TRIP_PLUSATK:
  3056. case RL_BANISHING_BUSTER:
  3057. case RL_S_STORM:
  3058. case RL_SLUGSHOT:
  3059. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3060. break;
  3061. case AB_DUPLELIGHT_MELEE:
  3062. case AB_DUPLELIGHT_MAGIC:
  3063. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3064. default:
  3065. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3066. dmg_type = DMG_SPLASH;
  3067. if (src->type == BL_SKILL) {
  3068. TBL_SKILL *su = (TBL_SKILL*)src;
  3069. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { // show damage on trap targets
  3070. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3071. break;
  3072. }
  3073. }
  3074. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3075. break;
  3076. }
  3077. map_freeblock_lock();
  3078. 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]
  3079. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3080. skill_do_copy(src,bl,skill_id,skill_lv);
  3081. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3082. { //Skills with can't walk delay also stop normal attacking for that
  3083. //duration when the attack connects. [Skotlex]
  3084. struct unit_data *ud = unit_bl2ud(src);
  3085. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3086. ud->attackabletime = tick + type;
  3087. }
  3088. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3089. // Instant damage
  3090. if( !dmg.amotion ) {
  3091. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION || skill_id == NPC_EVILLAND) && !shadow_flag )
  3092. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3093. if( !status_isdead(bl) && additional_effects )
  3094. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3095. if( damage > 0 ) //Counter status effects [Skotlex]
  3096. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3097. }
  3098. // Blow!
  3099. if (!(flag&4))
  3100. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3101. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3102. if( dmg.amotion ) {
  3103. if( shadow_flag ) {
  3104. if( !status_isdead(bl) && additional_effects )
  3105. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3106. if( dmg.flag > ATK_BLOCK )
  3107. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3108. } else
  3109. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3110. }
  3111. if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
  3112. if (tsc->data[SC_DEVOTION]) {
  3113. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3114. struct block_list *d_bl = map_id2bl(sce->val1);
  3115. if (d_bl && (
  3116. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3117. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3118. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3119. {
  3120. if (!rmdamage) {
  3121. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3122. status_fix_damage(NULL, d_bl, damage, 0);
  3123. } else {
  3124. bool isDevotRdamage = false;
  3125. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3126. isDevotRdamage = true;
  3127. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3128. // This check is only for magical skill.
  3129. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3130. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3131. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0);
  3132. }
  3133. } else {
  3134. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3135. if (!dmg.amotion)
  3136. status_fix_damage(src, bl, damage, dmg.dmotion);
  3137. }
  3138. }
  3139. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3140. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3141. struct block_list *e_bl = map_id2bl(sce->val1);
  3142. if (e_bl) {
  3143. if (!rmdamage) {
  3144. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3145. status_fix_damage(NULL, e_bl, damage, 0);
  3146. } else {
  3147. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3148. status_fix_damage(bl, bl, damage, 0);
  3149. }
  3150. }
  3151. }
  3152. }
  3153. if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  3154. if( skill_id == RG_INTIMIDATE ) {
  3155. int rate = 50 + skill_lv * 5;
  3156. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3157. if(rnd()%100 < rate)
  3158. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3159. } else if( skill_id == SC_FATALMENACE )
  3160. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  3161. }
  3162. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3163. dmg.flag |= BF_WEAPON;
  3164. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3165. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3166. {
  3167. if (battle_config.left_cardfix_to_right)
  3168. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3169. else
  3170. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3171. }
  3172. if( damage > 0 ) { // Post-damage effects
  3173. switch( skill_id ) {
  3174. case GC_VENOMPRESSURE: {
  3175. struct status_change *ssc = status_get_sc(src);
  3176. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3177. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3178. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3179. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3180. }
  3181. }
  3182. break;
  3183. case WM_METALICSOUND:
  3184. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3185. break;
  3186. case SR_TIGERCANNON:
  3187. status_zap(bl, 0, damage * 10 / 100);
  3188. break;
  3189. }
  3190. if( sd )
  3191. skill_onskillusage(sd, bl, skill_id, tick);
  3192. }
  3193. if (!(flag&2) &&
  3194. (
  3195. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3196. ) &&
  3197. (tsc = status_get_sc(src)) &&
  3198. tsc->data[SC_DOUBLECAST] &&
  3199. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3200. {
  3201. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3202. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3203. }
  3204. map_freeblock_unlock();
  3205. if ((flag&0x1000000) && rmdamage == 1)
  3206. return 0; //Should return 0 when damage was reflected
  3207. return damage;
  3208. }
  3209. /*==========================================
  3210. * Sub function for recursive skill call.
  3211. * Checking bl battle flag and display damage
  3212. * then call func with source,target,skill_id,skill_lv,tick,flag
  3213. *------------------------------------------*/
  3214. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3215. int skill_area_sub(struct block_list *bl, va_list ap)
  3216. {
  3217. struct block_list *src;
  3218. uint16 skill_id,skill_lv;
  3219. int flag;
  3220. unsigned int tick;
  3221. SkillFunc func;
  3222. nullpo_ret(bl);
  3223. src = va_arg(ap,struct block_list *);
  3224. skill_id = va_arg(ap,int);
  3225. skill_lv = va_arg(ap,int);
  3226. tick = va_arg(ap,unsigned int);
  3227. flag = va_arg(ap,int);
  3228. func = va_arg(ap,SkillFunc);
  3229. if (flag&BCT_WOS && src == bl)
  3230. return 0;
  3231. if(battle_check_target(src,bl,flag) > 0) {
  3232. // several splash skills need this initial dummy packet to display correctly
  3233. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3234. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  3235. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3236. skill_area_temp[2]++;
  3237. return func(src,bl,skill_id,skill_lv,tick,flag);
  3238. }
  3239. return 0;
  3240. }
  3241. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3242. {
  3243. struct skill_unit *unit;
  3244. uint16 skill_id,g_skill_id;
  3245. unit = (struct skill_unit *)bl;
  3246. if(bl->prev == NULL || bl->type != BL_SKILL)
  3247. return 0;
  3248. if(!unit->alive)
  3249. return 0;
  3250. skill_id = va_arg(ap,int);
  3251. g_skill_id = unit->group->skill_id;
  3252. switch (skill_id) {
  3253. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3254. if(g_skill_id == SA_LANDPROTECTOR)
  3255. break;
  3256. //Fall through
  3257. case MH_STEINWAND:
  3258. case MG_SAFETYWALL:
  3259. case SC_MAELSTROM:
  3260. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3261. return 0;
  3262. break;
  3263. case AL_WARP:
  3264. case HT_SKIDTRAP:
  3265. case MA_SKIDTRAP:
  3266. case HT_LANDMINE:
  3267. case MA_LANDMINE:
  3268. case HT_ANKLESNARE:
  3269. case HT_SHOCKWAVE:
  3270. case HT_SANDMAN:
  3271. case MA_SANDMAN:
  3272. case HT_FLASHER:
  3273. case HT_FREEZINGTRAP:
  3274. case MA_FREEZINGTRAP:
  3275. case HT_BLASTMINE:
  3276. case HT_CLAYMORETRAP:
  3277. case HT_TALKIEBOX:
  3278. case HP_BASILICA:
  3279. case RA_ELECTRICSHOCKER:
  3280. case RA_CLUSTERBOMB:
  3281. case RA_MAGENTATRAP:
  3282. case RA_COBALTTRAP:
  3283. case RA_MAIZETRAP:
  3284. case RA_VERDURETRAP:
  3285. case RA_FIRINGTRAP:
  3286. case RA_ICEBOUNDTRAP:
  3287. case SC_DIMENSIONDOOR:
  3288. case SC_BLOODYLUST:
  3289. case WM_REVERBERATION:
  3290. case GN_THORNS_TRAP:
  3291. case GN_HELLS_PLANT:
  3292. case RL_B_TRAP:
  3293. case SC_ESCAPE:
  3294. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3295. 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)
  3296. return 0;
  3297. break;
  3298. default: //Avoid stacking with same kind of trap. [Skotlex]
  3299. if (g_skill_id != skill_id)
  3300. return 0;
  3301. break;
  3302. }
  3303. return 1;
  3304. }
  3305. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3306. {
  3307. //Non players do not check for the skill's splash-trigger area.
  3308. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3309. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3310. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3311. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3312. return 0;
  3313. }
  3314. range += layout_type;
  3315. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3316. }
  3317. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3318. {
  3319. uint16 skill_id;
  3320. if(bl->prev == NULL)
  3321. return 0;
  3322. skill_id = va_arg(ap,int);
  3323. if( status_isdead(bl) && skill_id != AL_WARP )
  3324. return 0;
  3325. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3326. return 0;
  3327. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3328. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3329. return 1;
  3330. }
  3331. /**
  3332. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3333. * @param bl Object that casted skill
  3334. * @param x Position x of the target
  3335. * @param y Position y of the target
  3336. * @param skill_id The casted skill
  3337. * @param skill_lv The skill Lv
  3338. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3339. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3340. */
  3341. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3342. {
  3343. int range = 0, type;
  3344. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3345. if (isNearNPC)
  3346. range = skill_get_splash(skill_id,skill_lv);
  3347. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3348. if (!isNearNPC || !range) {
  3349. switch (skill_id) { // to be expanded later
  3350. case WZ_ICEWALL:
  3351. range = 2;
  3352. break;
  3353. case SC_MANHOLE:
  3354. case GN_HELLS_PLANT:
  3355. range = 0;
  3356. break;
  3357. default: {
  3358. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3359. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3360. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3361. return 0;
  3362. }
  3363. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3364. }
  3365. break;
  3366. }
  3367. }
  3368. //Check the additional range [Cydh]
  3369. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3370. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3371. if (!isNearNPC) { //Doesn't check the NPC range
  3372. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3373. if (bl->type == BL_PC)
  3374. type = BL_CHAR;
  3375. else
  3376. type = BL_PC;
  3377. } else
  3378. type = BL_NPC;
  3379. return (!isNearNPC) ?
  3380. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3381. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3382. //isNearNPC is used to check range from NPC
  3383. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3384. }
  3385. /*==========================================
  3386. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3387. * Flag:
  3388. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3389. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3390. *------------------------------------------*/
  3391. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3392. {
  3393. struct status_data *status;
  3394. struct map_session_data *sd = NULL;
  3395. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3396. uint16 idx;
  3397. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3398. nullpo_ret(bl);
  3399. switch( bl->type )
  3400. {
  3401. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3402. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3403. }
  3404. status = status_get_status_data(bl);
  3405. if( (idx = skill_get_index(skill)) == 0 )
  3406. return 0;
  3407. lv = cap_value(lv, 1, MAX_SKILL_LEVEL);
  3408. // Requirements
  3409. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3410. {
  3411. itemid[i] = skill_db[idx]->require.itemid[i];
  3412. amount[i] = skill_db[idx]->require.amount[i];
  3413. }
  3414. hp = skill_db[idx]->require.hp[lv-1];
  3415. sp = skill_db[idx]->require.sp[lv-1];
  3416. hp_rate = skill_db[idx]->require.hp_rate[lv-1];
  3417. sp_rate = skill_db[idx]->require.sp_rate[lv-1];
  3418. state = skill_db[idx]->require.state;
  3419. if( (mhp = skill_db[idx]->require.mhp[lv-1]) > 0 )
  3420. hp += (status->max_hp * mhp) / 100;
  3421. if( hp_rate > 0 )
  3422. hp += (status->hp * hp_rate) / 100;
  3423. else
  3424. hp += (status->max_hp * (-hp_rate)) / 100;
  3425. if( sp_rate > 0 )
  3426. sp += (status->sp * sp_rate) / 100;
  3427. else
  3428. sp += (status->max_sp * (-sp_rate)) / 100;
  3429. if( bl->type == BL_HOM )
  3430. { // Intimacy Requeriments
  3431. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3432. switch( skill )
  3433. {
  3434. case HFLI_SBR44:
  3435. if( hd->homunculus.intimacy <= 200 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  3436. return 0;
  3437. break;
  3438. case HVAN_EXPLOSION:
  3439. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3440. return 0;
  3441. break;
  3442. }
  3443. }
  3444. if( !(type&2) )
  3445. {
  3446. if( hp > 0 && status->hp <= (unsigned int)hp )
  3447. {
  3448. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3449. return 0;
  3450. }
  3451. if( sp > 0 && status->sp <= (unsigned int)sp )
  3452. {
  3453. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3454. return 0;
  3455. }
  3456. }
  3457. if( !type )
  3458. switch( state )
  3459. {
  3460. case ST_MOVE_ENABLE:
  3461. if( !unit_can_move(bl) )
  3462. {
  3463. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3464. return 0;
  3465. }
  3466. break;
  3467. }
  3468. if( !(type&1) )
  3469. return 1;
  3470. // Check item existences
  3471. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3472. {
  3473. index[i] = -1;
  3474. if( itemid[i] < 1 ) continue; // No item
  3475. index[i] = pc_search_inventory(sd, itemid[i]);
  3476. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3477. {
  3478. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3479. return 0;
  3480. }
  3481. }
  3482. // Consume items
  3483. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3484. {
  3485. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3486. }
  3487. if( type&2 )
  3488. return 1;
  3489. if( sp || hp )
  3490. status_zap(bl, hp, sp);
  3491. return 1;
  3492. }
  3493. /*==========================================
  3494. *
  3495. *------------------------------------------*/
  3496. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3497. {
  3498. switch (skill_id) {
  3499. case RL_QD_SHOT:
  3500. {
  3501. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3502. struct unit_data *ud = unit_bl2ud(src);
  3503. if (ud && ud->target == target->id)
  3504. return 1;
  3505. }
  3506. }
  3507. case RL_D_TAIL:
  3508. case RL_HAMMER_OF_GOD:
  3509. if (src->type != BL_PC)
  3510. return 0;
  3511. {
  3512. struct status_change *tsc = status_get_sc(target);
  3513. // Only counts marked target with SC_C_MARKER by caster
  3514. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3515. return 0;
  3516. }
  3517. break;
  3518. }
  3519. return 1;
  3520. }
  3521. /*==========================================
  3522. *
  3523. *------------------------------------------*/
  3524. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3525. {
  3526. struct block_list *src = map_id2bl(id),*target;
  3527. struct unit_data *ud = unit_bl2ud(src);
  3528. struct skill_timerskill *skl;
  3529. struct skill_unit *unit = NULL;
  3530. int range;
  3531. nullpo_ret(src);
  3532. nullpo_ret(ud);
  3533. skl = ud->skilltimerskill[data];
  3534. nullpo_ret(skl);
  3535. ud->skilltimerskill[data] = NULL;
  3536. do {
  3537. if(src->prev == NULL)
  3538. break; // Source not on Map
  3539. if(skl->target_id) {
  3540. target = map_id2bl(skl->target_id);
  3541. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3542. target = src; //Required since it has to warp.
  3543. if (skl->skill_id == SR_SKYNETBLOW) {
  3544. skill_area_temp[1] = 0;
  3545. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SKILL);
  3546. map_foreachinrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3547. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3548. break;
  3549. }
  3550. if(target == NULL)
  3551. break; // Target offline?
  3552. if(target->prev == NULL)
  3553. break; // Target not on Map
  3554. if(src->m != target->m)
  3555. break; // Different Maps
  3556. if(status_isdead(src)) {
  3557. switch(skl->skill_id) {
  3558. case WL_CHAINLIGHTNING_ATK:
  3559. case WL_TETRAVORTEX_FIRE:
  3560. case WL_TETRAVORTEX_WATER:
  3561. case WL_TETRAVORTEX_WIND:
  3562. case WL_TETRAVORTEX_GROUND:
  3563. // For SR_FLASHCOMBO
  3564. case SR_DRAGONCOMBO:
  3565. case SR_FALLENEMPIRE:
  3566. case SR_TIGERCANNON:
  3567. case SR_SKYNETBLOW:
  3568. break; // Exceptions
  3569. default:
  3570. continue; // Caster is Dead
  3571. }
  3572. }
  3573. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3574. break;
  3575. switch(skl->skill_id) {
  3576. case KN_AUTOCOUNTER:
  3577. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3578. break;
  3579. case RG_INTIMIDATE:
  3580. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3581. short x,y;
  3582. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3583. if (target != src && !status_isdead(target))
  3584. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3585. }
  3586. break;
  3587. case BA_FROSTJOKER:
  3588. case DC_SCREAM:
  3589. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3590. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3591. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3592. break;
  3593. case PR_LEXDIVINA:
  3594. if (src->type == BL_MOB) {
  3595. // Monsters use the default duration when casting Lex Divina
  3596. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3597. break;
  3598. }
  3599. // Fall through
  3600. case PR_STRECOVERY:
  3601. case BS_HAMMERFALL:
  3602. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3603. break;
  3604. case NPC_EARTHQUAKE:
  3605. if( skl->type > 1 )
  3606. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3607. 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);
  3608. skill_area_temp[1] = src->id;
  3609. skill_area_temp[2] = 0;
  3610. 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);
  3611. break;
  3612. case WZ_WATERBALL:
  3613. {
  3614. //Get the next waterball cell to consume
  3615. struct s_skill_unit_layout *layout;
  3616. int i;
  3617. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3618. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3619. int ux = skl->x + layout->dx[i];
  3620. int uy = skl->y + layout->dy[i];
  3621. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3622. if (unit)
  3623. break;
  3624. }
  3625. } // Fall through
  3626. case WZ_JUPITEL:
  3627. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3628. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3629. // Apply canact delay here to prevent hacks (unlimited casting)
  3630. ud->canact_tick = max(tick + status_get_amotion(src), ud->canact_tick);
  3631. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3632. }
  3633. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3634. skill_delunit(unit); // Consume unit for next waterball
  3635. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3636. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3637. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3638. } else {
  3639. struct status_change *sc = status_get_sc(src);
  3640. if(sc) {
  3641. if(sc->data[SC_SPIRIT] &&
  3642. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3643. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3644. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3645. }
  3646. }
  3647. break;
  3648. case WL_CHAINLIGHTNING_ATK: {
  3649. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3650. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3651. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3652. { // Remaining Chains Hit
  3653. struct block_list *nbl = NULL; // Next Target of Chain
  3654. 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.
  3655. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3656. if( nbl == NULL )
  3657. skl->x++;
  3658. else
  3659. skl->x = 0;
  3660. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3661. }
  3662. }
  3663. break;
  3664. case WL_TETRAVORTEX_FIRE:
  3665. case WL_TETRAVORTEX_WATER:
  3666. case WL_TETRAVORTEX_WIND:
  3667. case WL_TETRAVORTEX_GROUND:
  3668. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3669. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3670. if (skl->type >= 3) { // Final Hit
  3671. if (!status_isdead(target)) { // Final Status Effect
  3672. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3673. applyeffects[4] = { 0, 0, 0, 0 },
  3674. i, j = 0, k = 0;
  3675. for(i = 1; i <= 8; i = i + i) {
  3676. if (skl->x&i) {
  3677. applyeffects[j] = effects[k];
  3678. j++;
  3679. }
  3680. k++;
  3681. }
  3682. if (j) {
  3683. i = applyeffects[rnd()%j];
  3684. status_change_start(src, target, i, 10000, skl->skill_lv,
  3685. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3686. (i == SC_BURNING ? src->id : 0), 0,
  3687. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3688. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3689. }
  3690. }
  3691. }
  3692. break;
  3693. case WM_REVERBERATION_MELEE:
  3694. case WM_REVERBERATION_MAGIC:
  3695. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3696. break;
  3697. case SC_FATALMENACE:
  3698. if( src == target ) // Casters Part
  3699. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3700. else { // Target's Part
  3701. short x = skl->x, y = skl->y;
  3702. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3703. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3704. }
  3705. break;
  3706. case LG_MOONSLASHER:
  3707. case SR_WINDMILL:
  3708. if( target->type == BL_PC ) {
  3709. struct map_session_data *tsd = NULL;
  3710. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3711. pc_setsit(tsd);
  3712. skill_sit(tsd, 1);
  3713. clif_sitting(&tsd->bl);
  3714. }
  3715. }
  3716. break;
  3717. case SR_KNUCKLEARROW:
  3718. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3719. break;
  3720. case GN_SPORE_EXPLOSION:
  3721. clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL);
  3722. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3723. src, skl->skill_id, skl->skill_lv, tick, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3724. break;
  3725. case CH_PALMSTRIKE:
  3726. {
  3727. struct status_change* tsc = status_get_sc(target);
  3728. struct status_change* sc = status_get_sc(src);
  3729. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3730. ( sc && sc->option&OPTION_HIDE ) ){
  3731. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3732. break;
  3733. }
  3734. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3735. break;
  3736. }
  3737. // For SR_FLASHCOMBO
  3738. case SR_DRAGONCOMBO:
  3739. case SR_FALLENEMPIRE:
  3740. case SR_TIGERCANNON:
  3741. case SR_SKYNETBLOW:
  3742. if( src->type == BL_PC ) {
  3743. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3744. break;
  3745. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3746. }
  3747. break;
  3748. case RL_SLUGSHOT:
  3749. if (target->type == BL_PC)
  3750. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3751. break;
  3752. default:
  3753. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3754. break;
  3755. }
  3756. }
  3757. else {
  3758. if(src->m != skl->map)
  3759. break;
  3760. switch( skl->skill_id )
  3761. {
  3762. case GN_CRAZYWEED_ATK:
  3763. {
  3764. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3765. 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);
  3766. }
  3767. case WL_EARTHSTRAIN:
  3768. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3769. break;
  3770. case LG_OVERBRAND_BRANDISH: {
  3771. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3772. int x = src->x, y = src->y;
  3773. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3774. for( i = 0; i < layout->count; i++ )
  3775. 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);
  3776. }
  3777. break;
  3778. case RL_FIRE_RAIN: {
  3779. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3780. 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);
  3781. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3782. }
  3783. break;
  3784. case RL_FALLEN_ANGEL:
  3785. {
  3786. struct map_session_data *sd = (src->type == BL_PC) ? map_id2sd(src->id): NULL;
  3787. if (sd) {
  3788. if (!skill_check_condition_castend(sd,GS_DESPERADO,skl->skill_lv))
  3789. break;
  3790. sd->state.autocast = 1;
  3791. }
  3792. skill_castend_pos2(src,skl->x,skl->y,GS_DESPERADO,skl->skill_lv,tick,skl->flag);
  3793. if (sd) {
  3794. battle_consume_ammo(sd,GS_DESPERADO,skl->skill_lv);
  3795. sd->state.autocast = 0;
  3796. }
  3797. }
  3798. break;
  3799. case NC_MAGMA_ERUPTION:
  3800. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3801. break;
  3802. }
  3803. }
  3804. } while (0);
  3805. //Free skl now that it is no longer needed.
  3806. ers_free(skill_timer_ers, skl);
  3807. return 0;
  3808. }
  3809. /*==========================================
  3810. *
  3811. *------------------------------------------*/
  3812. 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)
  3813. {
  3814. int i;
  3815. struct unit_data *ud;
  3816. nullpo_retr(1, src);
  3817. if (src->prev == NULL)
  3818. return 0;
  3819. ud = unit_bl2ud(src);
  3820. nullpo_retr(1, ud);
  3821. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3822. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3823. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3824. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3825. ud->skilltimerskill[i]->src_id = src->id;
  3826. ud->skilltimerskill[i]->target_id = target;
  3827. ud->skilltimerskill[i]->skill_id = skill_id;
  3828. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3829. ud->skilltimerskill[i]->map = src->m;
  3830. ud->skilltimerskill[i]->x = x;
  3831. ud->skilltimerskill[i]->y = y;
  3832. ud->skilltimerskill[i]->type = type;
  3833. ud->skilltimerskill[i]->flag = flag;
  3834. return 0;
  3835. }
  3836. /*==========================================
  3837. *
  3838. *------------------------------------------*/
  3839. int skill_cleartimerskill (struct block_list *src)
  3840. {
  3841. int i;
  3842. struct unit_data *ud;
  3843. nullpo_ret(src);
  3844. ud = unit_bl2ud(src);
  3845. nullpo_ret(ud);
  3846. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3847. if(ud->skilltimerskill[i]) {
  3848. switch(ud->skilltimerskill[i]->skill_id) {
  3849. case WL_TETRAVORTEX_FIRE:
  3850. case WL_TETRAVORTEX_WATER:
  3851. case WL_TETRAVORTEX_WIND:
  3852. case WL_TETRAVORTEX_GROUND:
  3853. // For SR_FLASHCOMBO
  3854. case SR_DRAGONCOMBO:
  3855. case SR_FALLENEMPIRE:
  3856. case SR_TIGERCANNON:
  3857. case SR_SKYNETBLOW:
  3858. continue;
  3859. }
  3860. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3861. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3862. ud->skilltimerskill[i]=NULL;
  3863. }
  3864. }
  3865. return 1;
  3866. }
  3867. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3868. struct skill_unit *su = (TBL_SKILL*)bl;
  3869. struct skill_unit_group *sg = NULL;
  3870. nullpo_ret(su);
  3871. if (bl->type != BL_SKILL)
  3872. return 0;
  3873. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3874. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3875. su->limit = DIFF_TICK(gettick(), sg->tick);
  3876. sg->unit_id = UNT_USED_TRAPS;
  3877. }
  3878. return 1;
  3879. }
  3880. /**
  3881. * Reveal hidden trap
  3882. **/
  3883. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3884. {
  3885. TBL_SKILL *su = (TBL_SKILL*)bl;
  3886. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  3887. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3888. //clif_changetraplook(bl, su->group->unit_id);
  3889. su->hidden = false;
  3890. skill_getareachar_skillunit_visibilty(su, AREA);
  3891. return 1;
  3892. }
  3893. return 0;
  3894. }
  3895. /**
  3896. * Attempt to reveal trap in area
  3897. * @param src Skill caster
  3898. * @param range Affected range
  3899. * @param x
  3900. * @param y
  3901. * TODO: Remove hardcode usages for this function
  3902. **/
  3903. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  3904. if (!battle_config.traps_setting)
  3905. return;
  3906. nullpo_retv(src);
  3907. map_foreachinarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  3908. }
  3909. /*========================================== [Playtester]
  3910. * Process tarot card's effects
  3911. * @param src: Source of the tarot card effect
  3912. * @param target: Target of the tartor card effect
  3913. * @param skill_id: ID of the skill used
  3914. * @param skill_lv: Level of the skill used
  3915. * @param tick: Processing tick time
  3916. * @return Card number
  3917. *------------------------------------------*/
  3918. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int tick)
  3919. {
  3920. int card = 0;
  3921. if (battle_config.tarotcard_equal_chance) {
  3922. //eAthena equal chances
  3923. card = rand() % 14 + 1;
  3924. }
  3925. else {
  3926. //Official chances
  3927. int rate = rand() % 100;
  3928. if (rate < 10) card = 1; // THE FOOL
  3929. else if (rate < 20) card = 2; // THE MAGICIAN
  3930. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  3931. else if (rate < 37) card = 4; // THE CHARIOT
  3932. else if (rate < 47) card = 5; // STRENGTH
  3933. else if (rate < 62) card = 6; // THE LOVERS
  3934. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  3935. else if (rate < 69) card = 8; // THE HANGED MAN
  3936. else if (rate < 74) card = 9; // DEATH
  3937. else if (rate < 82) card = 10; // TEMPERANCE
  3938. else if (rate < 83) card = 11; // THE DEVIL
  3939. else if (rate < 85) card = 12; // THE TOWER
  3940. else if (rate < 90) card = 13; // THE STAR
  3941. else card = 14; // THE SUN
  3942. }
  3943. switch (card) {
  3944. case 1: // THE FOOL - heals SP to 0
  3945. {
  3946. status_percent_damage(src, target, 0, 100, false);
  3947. break;
  3948. }
  3949. case 2: // THE MAGICIAN - matk halved
  3950. {
  3951. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  3952. break;
  3953. }
  3954. case 3: // THE HIGH PRIESTESS - all buffs removed
  3955. {
  3956. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  3957. break;
  3958. }
  3959. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  3960. {
  3961. status_fix_damage(src, target, 1000, 0);
  3962. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  3963. if (!status_isdead(target))
  3964. {
  3965. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  3966. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  3967. }
  3968. break;
  3969. }
  3970. case 5: // STRENGTH - atk halved
  3971. {
  3972. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  3973. break;
  3974. }
  3975. case 6: // THE LOVERS - 2000HP heal, random teleported
  3976. {
  3977. status_heal(target, 2000, 0, 0);
  3978. if (!map_flag_vs(target->m))
  3979. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  3980. break;
  3981. }
  3982. case 7: // WHEEL OF FORTUNE - random 2 other effects
  3983. {
  3984. // Recursive call
  3985. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  3986. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  3987. break;
  3988. }
  3989. case 8: // THE HANGED MAN - stop, freeze or stoned
  3990. {
  3991. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  3992. uint8 rand_eff = rnd() % 3;
  3993. sc_start2(src, target, sc[rand_eff], 100, skill_lv, (rand_eff == 2 ? src->id : 0), skill_get_time2(skill_id, skill_lv));
  3994. break;
  3995. }
  3996. case 9: // DEATH - curse, coma and poison
  3997. {
  3998. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  3999. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4000. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  4001. break;
  4002. }
  4003. case 10: // TEMPERANCE - confusion
  4004. {
  4005. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4006. break;
  4007. }
  4008. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4009. {
  4010. status_fix_damage(src, target, 6666, 0);
  4011. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4012. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4013. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4014. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(skill_id, skill_lv));
  4015. break;
  4016. }
  4017. case 12: // THE TOWER - 4444 damage
  4018. {
  4019. status_fix_damage(src, target, 4444, 0);
  4020. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4021. break;
  4022. }
  4023. case 13: // THE STAR - stun
  4024. {
  4025. sc_start(src, target, SC_STUN, 100, skill_lv, 5000);
  4026. break;
  4027. }
  4028. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4029. {
  4030. #ifdef RENEWAL
  4031. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4032. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4033. #endif
  4034. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4035. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4036. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4037. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4038. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4039. return 14; //To make sure a valid number is returned
  4040. }
  4041. }
  4042. return card;
  4043. }
  4044. /*==========================================
  4045. *
  4046. *
  4047. *------------------------------------------*/
  4048. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4049. {
  4050. struct map_session_data *sd = NULL;
  4051. struct status_data *tstatus;
  4052. struct status_change *sc, *tsc;
  4053. if (skill_id > 0 && !skill_lv) return 0;
  4054. nullpo_retr(1, src);
  4055. nullpo_retr(1, bl);
  4056. if (src->m != bl->m)
  4057. return 1;
  4058. if (bl->prev == NULL)
  4059. return 1;
  4060. sd = BL_CAST(BL_PC, src);
  4061. if (status_isdead(bl))
  4062. return 1;
  4063. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4064. { //GTB makes all targetted magic display miss with a single bolt.
  4065. sc_type sct = status_skill2sc(skill_id);
  4066. if(sct != SC_NONE)
  4067. status_change_end(bl, sct, INVALID_TIMER);
  4068. 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));
  4069. return 1;
  4070. }
  4071. sc = status_get_sc(src);
  4072. tsc = status_get_sc(bl);
  4073. if (sc && !sc->count)
  4074. sc = NULL; //Unneeded
  4075. if (tsc && !tsc->count)
  4076. tsc = NULL;
  4077. tstatus = status_get_status_data(bl);
  4078. map_freeblock_lock();
  4079. switch(skill_id) {
  4080. case MER_CRASH:
  4081. case SM_BASH:
  4082. case MS_BASH:
  4083. case MC_MAMMONITE:
  4084. case TF_DOUBLE:
  4085. case AC_DOUBLE:
  4086. case MA_DOUBLE:
  4087. case AS_SONICBLOW:
  4088. case KN_PIERCE:
  4089. case ML_PIERCE:
  4090. case KN_SPEARBOOMERANG:
  4091. case TF_POISON:
  4092. case TF_SPRINKLESAND:
  4093. case AC_CHARGEARROW:
  4094. case MA_CHARGEARROW:
  4095. case RG_INTIMIDATE:
  4096. case AM_ACIDTERROR:
  4097. case BA_MUSICALSTRIKE:
  4098. case DC_THROWARROW:
  4099. case BA_DISSONANCE:
  4100. case CR_HOLYCROSS:
  4101. case NPC_DARKCROSS:
  4102. case CR_SHIELDCHARGE:
  4103. case CR_SHIELDBOOMERANG:
  4104. case NPC_PIERCINGATT:
  4105. case NPC_MENTALBREAKER:
  4106. case NPC_RANGEATTACK:
  4107. case NPC_CRITICALSLASH:
  4108. case NPC_COMBOATTACK:
  4109. case NPC_GUIDEDATTACK:
  4110. case NPC_POISON:
  4111. case NPC_RANDOMATTACK:
  4112. case NPC_WATERATTACK:
  4113. case NPC_GROUNDATTACK:
  4114. case NPC_FIREATTACK:
  4115. case NPC_WINDATTACK:
  4116. case NPC_POISONATTACK:
  4117. case NPC_HOLYATTACK:
  4118. case NPC_DARKNESSATTACK:
  4119. case NPC_TELEKINESISATTACK:
  4120. case NPC_UNDEADATTACK:
  4121. case NPC_ARMORBRAKE:
  4122. case NPC_WEAPONBRAKER:
  4123. case NPC_HELMBRAKE:
  4124. case NPC_SHIELDBRAKE:
  4125. case NPC_BLINDATTACK:
  4126. case NPC_SILENCEATTACK:
  4127. case NPC_STUNATTACK:
  4128. case NPC_PETRIFYATTACK:
  4129. case NPC_CURSEATTACK:
  4130. case NPC_SLEEPATTACK:
  4131. case LK_AURABLADE:
  4132. case LK_SPIRALPIERCE:
  4133. case ML_SPIRALPIERCE:
  4134. case LK_HEADCRUSH:
  4135. case CG_ARROWVULCAN:
  4136. case HW_MAGICCRASHER:
  4137. case ITM_TOMAHAWK:
  4138. case CH_CHAINCRUSH:
  4139. case CH_TIGERFIST:
  4140. case PA_SHIELDCHAIN: // Shield Chain
  4141. case PA_SACRIFICE:
  4142. case WS_CARTTERMINATION: // Cart Termination
  4143. case AS_VENOMKNIFE:
  4144. case HT_PHANTASMIC:
  4145. case TK_DOWNKICK:
  4146. case TK_COUNTER:
  4147. case GS_CHAINACTION:
  4148. case GS_TRIPLEACTION:
  4149. #ifndef RENEWAL
  4150. case GS_MAGICALBULLET:
  4151. #endif
  4152. case GS_TRACKING:
  4153. case GS_PIERCINGSHOT:
  4154. case GS_RAPIDSHOWER:
  4155. case GS_DUST:
  4156. case GS_DISARM: // Added disarm. [Reddozen]
  4157. case GS_FULLBUSTER:
  4158. case NJ_SYURIKEN:
  4159. case NJ_KUNAI:
  4160. #ifndef RENEWAL
  4161. case ASC_BREAKER:
  4162. #endif
  4163. case HFLI_MOON: //[orn]
  4164. case HFLI_SBR44: //[orn]
  4165. case NPC_BLEEDING:
  4166. case NPC_CRITICALWOUND:
  4167. case NPC_HELLPOWER:
  4168. case RK_SONICWAVE:
  4169. case AB_DUPLELIGHT_MELEE:
  4170. case RA_AIMEDBOLT:
  4171. case NC_AXEBOOMERANG:
  4172. case NC_POWERSWING:
  4173. case NC_MAGMA_ERUPTION:
  4174. case GC_CROSSIMPACT:
  4175. case GC_VENOMPRESSURE:
  4176. case SC_TRIANGLESHOT:
  4177. case SC_FEINTBOMB:
  4178. case LG_BANISHINGPOINT:
  4179. case LG_SHIELDPRESS:
  4180. case LG_RAGEBURST:
  4181. case LG_RAYOFGENESIS:
  4182. case LG_HESPERUSLIT:
  4183. case LG_OVERBRAND:
  4184. case LG_OVERBRAND_BRANDISH:
  4185. case SR_FALLENEMPIRE:
  4186. case SR_CRESCENTELBOW_AUTOSPELL:
  4187. case SR_GATEOFHELL:
  4188. case SR_GENTLETOUCH_QUIET:
  4189. case WM_SEVERE_RAINSTORM_MELEE:
  4190. case WM_GREAT_ECHO:
  4191. case GN_SLINGITEM_RANGEMELEEATK:
  4192. case KO_SETSUDAN:
  4193. case GC_DARKCROW:
  4194. case RL_MASS_SPIRAL:
  4195. case RL_SLUGSHOT:
  4196. case RL_AM_BLAST:
  4197. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4198. break;
  4199. case NC_BOOSTKNUCKLE:
  4200. case NC_PILEBUNKER:
  4201. case NC_COLDSLOWER:
  4202. if (sd)
  4203. pc_overheat(sd, 1);
  4204. case MO_TRIPLEATTACK:
  4205. case RK_WINDCUTTER:
  4206. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4207. break;
  4208. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  4209. switch( rnd()%6 ){
  4210. case 0: flag |= BREAK_ANKLE; break;
  4211. case 1: flag |= BREAK_WRIST; break;
  4212. case 2: flag |= BREAK_KNEE; break;
  4213. case 3: flag |= BREAK_SHOULDER; break;
  4214. case 4: flag |= BREAK_WAIST; break;
  4215. case 5: flag |= BREAK_NECK; break;
  4216. }
  4217. //TODO: is there really no cleaner way to do this?
  4218. sc = status_get_sc(bl);
  4219. if (sc) sc->jb_flag = flag;
  4220. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4221. break;
  4222. case MO_COMBOFINISH:
  4223. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4224. { //Becomes a splash attack when Soul Linked.
  4225. map_foreachinshootrange(skill_area_sub, bl,
  4226. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4227. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4228. skill_castend_damage_id);
  4229. } else
  4230. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4231. break;
  4232. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4233. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4234. skill_area_temp[1] = 0;
  4235. map_foreachinshootrange(skill_attack_area, src,
  4236. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4237. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4238. break;
  4239. case KN_CHARGEATK:
  4240. {
  4241. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4242. unsigned int dist = distance_bl(src, bl);
  4243. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4244. // teleport to target (if not on WoE grounds)
  4245. if (skill_check_unit_movepos(3, src, bl->x, bl->y, 0, 1))
  4246. skill_blown(src, src, 1, (dir+4)%8, 0); //Target position is actually one cell next to the target
  4247. // cause damage and knockback if the path to target was a straight one
  4248. if (path) {
  4249. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4250. skill_blown(src, bl, dist, dir, 0);
  4251. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4252. // make the caster look in the direction of the target
  4253. unit_setdir(src, (dir+4)%8);
  4254. }
  4255. }
  4256. break;
  4257. case NC_FLAMELAUNCHER:
  4258. if (sd) pc_overheat(sd,1);
  4259. case LG_CANNONSPEAR:
  4260. if(skill_id == LG_CANNONSPEAR)
  4261. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  4262. skill_area_temp[1] = bl->id;
  4263. if (battle_config.skill_eightpath_algorithm) {
  4264. //Use official AoE algorithm
  4265. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4266. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4267. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4268. } else {
  4269. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4270. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4271. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4272. }
  4273. break;
  4274. case SN_SHARPSHOOTING:
  4275. case MA_SHARPSHOOTING:
  4276. case NJ_KAMAITACHI:
  4277. case NPC_ACIDBREATH:
  4278. case NPC_DARKNESSBREATH:
  4279. case NPC_FIREBREATH:
  4280. case NPC_ICEBREATH:
  4281. case NPC_THUNDERBREATH:
  4282. skill_area_temp[1] = bl->id;
  4283. if (battle_config.skill_eightpath_algorithm) {
  4284. //Use official AoE algorithm
  4285. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4286. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4287. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4288. //These skills hit at least the target if the AoE doesn't hit
  4289. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4290. }
  4291. } else {
  4292. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4293. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4294. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4295. }
  4296. if (skill_id == SN_SHARPSHOOTING)
  4297. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4298. break;
  4299. case MO_INVESTIGATE:
  4300. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4301. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4302. break;
  4303. case RG_BACKSTAP:
  4304. {
  4305. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4306. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4307. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4308. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4309. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4310. unit_setdir(bl,dir);
  4311. }
  4312. else if (sd)
  4313. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4314. }
  4315. break;
  4316. case MO_FINGEROFFENSIVE:
  4317. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4318. if (battle_config.finger_offensive_type && sd) {
  4319. int i;
  4320. for (i = 1; i < sd->spiritball_old; i++)
  4321. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4322. }
  4323. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4324. break;
  4325. case MO_CHAINCOMBO:
  4326. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4327. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4328. break;
  4329. #ifndef RENEWAL
  4330. case NJ_ISSEN:
  4331. #endif
  4332. case MO_EXTREMITYFIST:
  4333. {
  4334. struct block_list *mbl = bl; // For NJ_ISSEN
  4335. short x, y, i = 2; // Move 2 cells (From target)
  4336. short dir = map_calc_dir(src,bl->x,bl->y);
  4337. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4338. if (skill_id == MO_EXTREMITYFIST) {
  4339. status_set_sp(src, 0, 0);
  4340. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4341. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4342. #ifdef RENEWAL
  4343. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4344. #endif
  4345. } else {
  4346. status_set_hp(src, 1, 0);
  4347. status_change_end(src, SC_NEN, INVALID_TIMER);
  4348. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4349. }
  4350. if (skill_id == MO_EXTREMITYFIST) {
  4351. mbl = src; // For MO_EXTREMITYFIST
  4352. i = 3; // Move 3 cells (From caster)
  4353. }
  4354. if (dir > 0 && dir < 4)
  4355. x = -i;
  4356. else if (dir > 4)
  4357. x = i;
  4358. else
  4359. x = 0;
  4360. if (dir > 2 && dir < 6)
  4361. y = -i;
  4362. else if (dir == 7 || dir < 2)
  4363. y = i;
  4364. else
  4365. y = 0;
  4366. // Ashura Strike still has slide effect in GVG
  4367. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4368. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4369. clif_blown(src);
  4370. clif_spiritball(src);
  4371. }
  4372. }
  4373. break;
  4374. case HT_POWER:
  4375. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4376. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4377. break;
  4378. case SU_PICKYPECK:
  4379. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4380. case SU_BITE:
  4381. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4382. if (status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance.
  4383. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4384. break;
  4385. //Splash attack skills.
  4386. case AS_GRIMTOOTH:
  4387. case MC_CARTREVOLUTION:
  4388. case NPC_SPLASHATTACK:
  4389. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4390. case AS_SPLASHER:
  4391. case HT_BLITZBEAT:
  4392. case AC_SHOWER:
  4393. case MA_SHOWER:
  4394. case MG_NAPALMBEAT:
  4395. case MG_FIREBALL:
  4396. case RG_RAID:
  4397. case HW_NAPALMVULCAN:
  4398. case NJ_HUUMA:
  4399. case ASC_METEORASSAULT:
  4400. case GS_SPREADATTACK:
  4401. case NPC_EARTHQUAKE:
  4402. case NPC_PULSESTRIKE:
  4403. case NPC_HELLJUDGEMENT:
  4404. case NPC_VAMPIRE_GIFT:
  4405. case RK_IGNITIONBREAK:
  4406. case AB_JUDEX:
  4407. case WL_SOULEXPANSION:
  4408. case WL_CRIMSONROCK:
  4409. case WL_JACKFROST:
  4410. case RA_ARROWSTORM:
  4411. case RA_WUGDASH:
  4412. case NC_VULCANARM:
  4413. case NC_SELFDESTRUCTION:
  4414. case NC_AXETORNADO:
  4415. case GC_ROLLINGCUTTER:
  4416. case GC_COUNTERSLASH:
  4417. case LG_MOONSLASHER:
  4418. case LG_EARTHDRIVE:
  4419. case SR_RAMPAGEBLASTER:
  4420. case SR_SKYNETBLOW:
  4421. case SR_WINDMILL:
  4422. case SR_RIDEINLIGHTNING:
  4423. case WM_REVERBERATION_MELEE:
  4424. case WM_REVERBERATION_MAGIC:
  4425. case SO_VARETYR_SPEAR:
  4426. case GN_CART_TORNADO:
  4427. case GN_CARTCANNON:
  4428. case KO_HAPPOKUNAI:
  4429. case KO_HUUMARANKA:
  4430. case KO_MUCHANAGE:
  4431. case KO_BAKURETSU:
  4432. case GN_ILLUSIONDOPING:
  4433. case RL_FIREDANCE:
  4434. case RL_BANISHING_BUSTER:
  4435. case RL_S_STORM:
  4436. case RL_R_TRIP:
  4437. case MH_XENO_SLASHER:
  4438. case NC_ARMSCANNON:
  4439. case SU_SCRATCH:
  4440. case SU_LUNATICCARROTBEAT:
  4441. if( flag&1 ) {//Recursive invocation
  4442. int sflag = skill_area_temp[0] & 0xFFF;
  4443. int heal = 0;
  4444. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  4445. break; // Under Hovering characters are immune to select trap and ground target skills.
  4446. if( flag&SD_LEVEL )
  4447. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4448. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4449. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4450. switch(skill_id) {
  4451. case SR_SKYNETBLOW:
  4452. if (flag&8)
  4453. sflag |= 8; // Give Combo state bonus damage (if active) to all targets in splash
  4454. break;
  4455. }
  4456. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4457. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4458. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4459. status_heal(src,heal,0,0);
  4460. }
  4461. if (skill_id == SU_SCRATCH && status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance.
  4462. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4463. } else {
  4464. int starget = BL_CHAR|BL_SKILL;
  4465. skill_area_temp[0] = 0;
  4466. skill_area_temp[1] = bl->id;
  4467. skill_area_temp[2] = 0;
  4468. switch ( skill_id ) {
  4469. case SU_LUNATICCARROTBEAT:
  4470. skill_area_temp[3] = 0;
  4471. case LG_EARTHDRIVE:
  4472. case GN_CARTCANNON:
  4473. case SU_SCRATCH:
  4474. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4475. break;
  4476. case LG_MOONSLASHER:
  4477. case MH_XENO_SLASHER:
  4478. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  4479. break;
  4480. case NPC_EARTHQUAKE: //FIXME: Isn't EarthQuake a ground skill after all?
  4481. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4482. break;
  4483. case WM_REVERBERATION_MELEE:
  4484. case WM_REVERBERATION_MAGIC:
  4485. skill_area_temp[1] = 0;
  4486. starget = splash_target(src);
  4487. break;
  4488. case WL_CRIMSONROCK:
  4489. skill_area_temp[4] = bl->x;
  4490. skill_area_temp[5] = bl->y;
  4491. break;
  4492. case NC_ARMSCANNON:
  4493. starget = splash_target(src);
  4494. case NC_VULCANARM:
  4495. if (sd)
  4496. pc_overheat(sd, 1);
  4497. break;
  4498. }
  4499. // if skill damage should be split among targets, count them
  4500. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4501. //special case: Venom Splasher uses a different range for searching than for splashing
  4502. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4503. 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);
  4504. // recursive invocation of skill_castend_damage_id() with flag|1
  4505. if (battle_config.skill_wall_check && skill_id != NPC_EARTHQUAKE)
  4506. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4507. else
  4508. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4509. if (sd && skill_id == SU_LUNATICCARROTBEAT) {
  4510. short item_idx = pc_search_inventory(sd, ITEMID_CARROT);
  4511. if (item_idx >= 0) {
  4512. pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
  4513. skill_area_temp[3] = 1;
  4514. }
  4515. }
  4516. if (skill_id == RA_ARROWSTORM)
  4517. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4518. if( skill_id == AS_SPLASHER ) {
  4519. map_freeblock_unlock(); // Don't consume a second gemstone.
  4520. return 0;
  4521. }
  4522. }
  4523. break;
  4524. //Place units around target
  4525. case NJ_BAKUENRYU:
  4526. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4527. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4528. break;
  4529. case WL_COMET:
  4530. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4531. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4532. break;
  4533. case SM_MAGNUM:
  4534. case MS_MAGNUM:
  4535. if( flag&1 ) {
  4536. // For players, damage depends on distance, so add it to flag if it is > 1
  4537. // Cannot hit hidden targets
  4538. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4539. }
  4540. break;
  4541. case KN_BRANDISHSPEAR:
  4542. case ML_BRANDISH:
  4543. //Coded apart for it needs the flag passed to the damage calculation.
  4544. if (skill_area_temp[1] != bl->id)
  4545. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4546. else
  4547. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4548. break;
  4549. case KN_BOWLINGBASH:
  4550. case MS_BOWLINGBASH:
  4551. {
  4552. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4553. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4554. c = (skill_lv-(flag&0xFFF)+1)/2;
  4555. // Determine the Bowling Bash area depending on configuration
  4556. if (battle_config.bowling_bash_area == 0) {
  4557. // Gutter line system
  4558. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4559. if(min_x < 0) min_x = 0;
  4560. max_x = min_x + 39;
  4561. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4562. if(min_y < 0) min_y = 0;
  4563. max_y = min_y + 39;
  4564. } else if (battle_config.bowling_bash_area == 1) {
  4565. // Gutter line system without demi gutter bug
  4566. min_x = src->x - (src->x)%40;
  4567. max_x = min_x + 39;
  4568. min_y = src->y - (src->y)%40;
  4569. max_y = min_y + 39;
  4570. } else {
  4571. // Area around caster
  4572. min_x = src->x - battle_config.bowling_bash_area;
  4573. max_x = src->x + battle_config.bowling_bash_area;
  4574. min_y = src->y - battle_config.bowling_bash_area;
  4575. max_y = src->y + battle_config.bowling_bash_area;
  4576. }
  4577. // Initialization, break checks, direction
  4578. if((flag&0xFFF) > 0) {
  4579. // Ignore monsters outside area
  4580. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4581. break;
  4582. // Ignore monsters already in list
  4583. if(idb_exists(bowling_db, bl->id))
  4584. break;
  4585. // Random direction
  4586. dir = rnd()%8;
  4587. } else {
  4588. // Create an empty list of already hit targets
  4589. db_clear(bowling_db);
  4590. // Direction is walkpath
  4591. dir = (unit_getdir(src)+4)%8;
  4592. }
  4593. // Add current target to the list of already hit targets
  4594. idb_put(bowling_db, bl->id, bl);
  4595. // Keep moving target in direction square by square
  4596. tx = bl->x;
  4597. ty = bl->y;
  4598. for(i=0;i<c;i++) {
  4599. // Target coordinates (get changed even if knockback fails)
  4600. tx -= dirx[dir];
  4601. ty -= diry[dir];
  4602. // If target cell is a wall then break
  4603. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4604. break;
  4605. skill_blown(src,bl,1,dir,0);
  4606. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4607. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4608. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4609. (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))) {
  4610. // Recursive call
  4611. 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);
  4612. // Self-collision
  4613. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4614. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4615. break;
  4616. }
  4617. }
  4618. // Original hit or chain hit depending on flag
  4619. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4620. }
  4621. break;
  4622. case KN_SPEARSTAB:
  4623. if(flag&1) {
  4624. if (bl->id==skill_area_temp[1])
  4625. break;
  4626. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4627. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4628. } else {
  4629. int x=bl->x,y=bl->y,i,dir;
  4630. dir = map_calc_dir(bl,src->x,src->y);
  4631. skill_area_temp[1] = bl->id;
  4632. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4633. // all the enemies between the caster and the target are hit, as well as the target
  4634. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4635. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4636. for (i=0;i<4;i++) {
  4637. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4638. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4639. x += dirx[dir];
  4640. y += diry[dir];
  4641. }
  4642. }
  4643. break;
  4644. case TK_TURNKICK:
  4645. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4646. {
  4647. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4648. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4649. map_foreachinrange(skill_area_sub,bl,
  4650. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4651. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4652. skill_castend_nodamage_id);
  4653. }
  4654. break;
  4655. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4656. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4657. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4658. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4659. break;
  4660. case PR_TURNUNDEAD:
  4661. case ALL_RESURRECTION:
  4662. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4663. break;
  4664. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4665. break;
  4666. case MG_SOULSTRIKE:
  4667. case NPC_DARKSTRIKE:
  4668. case MG_COLDBOLT:
  4669. case MG_FIREBOLT:
  4670. case MG_LIGHTNINGBOLT:
  4671. case WZ_EARTHSPIKE:
  4672. case AL_HEAL:
  4673. case AL_HOLYLIGHT:
  4674. case NPC_DARKTHUNDER:
  4675. case PR_ASPERSIO:
  4676. case MG_FROSTDIVER:
  4677. case WZ_SIGHTBLASTER:
  4678. case WZ_SIGHTRASHER:
  4679. case NJ_KOUENKA:
  4680. case NJ_HYOUSENSOU:
  4681. case NJ_HUUJIN:
  4682. case AB_ADORAMUS:
  4683. case AB_RENOVATIO:
  4684. case AB_HIGHNESSHEAL:
  4685. case AB_DUPLELIGHT_MAGIC:
  4686. case WM_METALICSOUND:
  4687. case KO_KAIHOU:
  4688. case MH_ERASER_CUTTER:
  4689. case RL_B_TRAP:
  4690. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4691. break;
  4692. case NPC_MAGICALATTACK:
  4693. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4694. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4695. break;
  4696. case HVAN_CAPRICE: //[blackhole89]
  4697. {
  4698. int ran=rnd()%4;
  4699. int sid = 0;
  4700. switch(ran)
  4701. {
  4702. case 0: sid=MG_COLDBOLT; break;
  4703. case 1: sid=MG_FIREBOLT; break;
  4704. case 2: sid=MG_LIGHTNINGBOLT; break;
  4705. case 3: sid=WZ_EARTHSPIKE; break;
  4706. }
  4707. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4708. }
  4709. break;
  4710. case WZ_WATERBALL:
  4711. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4712. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4713. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4714. break;
  4715. case WZ_JUPITEL:
  4716. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4717. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4718. break;
  4719. case PR_BENEDICTIO:
  4720. //Should attack undead and demons. [Skotlex]
  4721. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4722. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4723. break;
  4724. case SL_SMA:
  4725. status_change_end(src, SC_SMA, INVALID_TIMER);
  4726. case SL_STIN:
  4727. case SL_STUN:
  4728. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4729. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4731. break;
  4732. }
  4733. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4734. break;
  4735. case NPC_DARKBREATH:
  4736. clif_emotion(src,E_AG);
  4737. case SN_FALCONASSAULT:
  4738. case PA_PRESSURE:
  4739. case CR_ACIDDEMONSTRATION:
  4740. case TF_THROWSTONE:
  4741. #ifdef RENEWAL
  4742. case ASC_BREAKER:
  4743. case GS_MAGICALBULLET:
  4744. #endif
  4745. case NPC_SMOKING:
  4746. case GS_FLING:
  4747. case NJ_ZENYNAGE:
  4748. case GN_THORNS_TRAP:
  4749. case GN_HELLS_PLANT_ATK:
  4750. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4751. break;
  4752. #ifdef RENEWAL
  4753. case NJ_ISSEN: {
  4754. short x, y;
  4755. short dir = map_calc_dir(src, bl->x, bl->y);
  4756. // Move 2 cells (From target)
  4757. if (dir > 0 && dir < 4)
  4758. x = -2;
  4759. else if (dir > 4)
  4760. x = 2;
  4761. else
  4762. x = 0;
  4763. if (dir > 2 && dir < 6)
  4764. y = -2;
  4765. else if (dir == 7 || dir < 2)
  4766. y = 2;
  4767. else
  4768. y = 0;
  4769. // Doesn't have slide effect in GVG
  4770. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  4771. clif_blown(src);
  4772. clif_spiritball(src);
  4773. }
  4774. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4775. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4776. status_change_end(src, SC_NEN, INVALID_TIMER);
  4777. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4778. }
  4779. break;
  4780. #endif
  4781. case RK_DRAGONBREATH_WATER:
  4782. case RK_DRAGONBREATH:
  4783. if( tsc && tsc->data[SC_HIDING] )
  4784. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4785. else
  4786. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4787. break;
  4788. case NPC_SELFDESTRUCTION:
  4789. if( tsc && tsc->data[SC_HIDING] )
  4790. break;
  4791. case HVAN_EXPLOSION:
  4792. if (src != bl)
  4793. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4794. break;
  4795. // Celest
  4796. case PF_SOULBURN:
  4797. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4798. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4799. if (skill_lv == 5)
  4800. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4801. status_percent_damage(src, bl, 0, 100, false);
  4802. } else {
  4803. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4804. if (skill_lv == 5)
  4805. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4806. status_percent_damage(src, src, 0, 100, false);
  4807. }
  4808. break;
  4809. case NPC_BLOODDRAIN:
  4810. case NPC_ENERGYDRAIN:
  4811. {
  4812. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4813. src, src, bl, skill_id, skill_lv, tick, flag);
  4814. if (heal > 0){
  4815. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4816. status_heal(src, heal, 0, 0);
  4817. }
  4818. }
  4819. break;
  4820. case GS_BULLSEYE:
  4821. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4822. break;
  4823. case NJ_KASUMIKIRI:
  4824. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4825. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4826. break;
  4827. case NJ_KIRIKAGE:
  4828. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4829. { //You don't move on GVG grounds.
  4830. short x, y;
  4831. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4832. if (unit_movepos(src, x, y, 0, 0)) {
  4833. clif_blown(src);
  4834. }
  4835. }
  4836. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4837. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4838. break;
  4839. case RK_HUNDREDSPEAR:
  4840. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4841. if(rnd()%100 < (10 + 3*skill_lv)) {
  4842. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4843. if( !skill_req )
  4844. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4845. skill_blown(src,bl,6,-1,0);
  4846. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4847. }
  4848. break;
  4849. case RK_PHANTOMTHRUST:
  4850. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4851. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4852. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4853. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4854. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4855. break;
  4856. case RK_STORMBLAST:
  4857. if( flag&1 )
  4858. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4859. else {
  4860. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4861. 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);
  4862. }
  4863. break;
  4864. case GC_DARKILLUSION:
  4865. {
  4866. short x, y;
  4867. short dir = map_calc_dir(src,bl->x,bl->y);
  4868. if( dir > 0 && dir < 4) x = 2;
  4869. else if( dir > 4 ) x = -2;
  4870. else x = 0;
  4871. if( dir > 2 && dir < 6 ) y = 2;
  4872. else if( dir == 7 || dir < 2 ) y = -2;
  4873. else 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. if( rnd()%100 < 4 * skill_lv )
  4878. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4879. }
  4880. }
  4881. break;
  4882. case GC_WEAPONCRUSH:
  4883. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4884. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4885. else if( sd )
  4886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4887. break;
  4888. case GC_CROSSRIPPERSLASHER:
  4889. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4890. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4891. else
  4892. {
  4893. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4894. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4895. }
  4896. break;
  4897. case GC_PHANTOMMENACE:
  4898. if (flag&1) { // Only Hits Invisible Targets
  4899. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4900. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4901. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4902. }
  4903. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4904. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4905. }
  4906. break;
  4907. case WL_CHAINLIGHTNING:
  4908. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4909. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4910. break;
  4911. case WL_DRAINLIFE:
  4912. {
  4913. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4914. int rate = 70 + 5 * skill_lv;
  4915. heal = heal * (5 + 5 * skill_lv) / 100;
  4916. if( bl->type == BL_SKILL )
  4917. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4918. if( heal && rnd()%100 < rate )
  4919. {
  4920. status_heal(src, heal, 0, 0);
  4921. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4922. }
  4923. }
  4924. break;
  4925. case WL_TETRAVORTEX:
  4926. if( sd && sc ) { // No SC? No spheres
  4927. int spheres[5] = { 0, 0, 0, 0, 0 },
  4928. positions[5] = {-1,-1,-1,-1,-1 },
  4929. i, j = 0, k, subskill = 0;
  4930. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4931. if( sc->data[i] ) {
  4932. spheres[j] = i;
  4933. positions[j] = sc->data[i]->val2;
  4934. j++;
  4935. }
  4936. // Sphere Sort, this time from new to old
  4937. for( i = 0; i <= j - 2; i++ )
  4938. for( k = i + 1; k <= j - 1; k++ )
  4939. if( positions[i] < positions[k] ) {
  4940. swap(positions[i],positions[k]);
  4941. swap(spheres[i],spheres[k]);
  4942. }
  4943. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4944. status_change_end(src, spheres[4], INVALID_TIMER);
  4945. j = 4;
  4946. }
  4947. k = 0;
  4948. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4949. switch( sc->data[spheres[i]]->val1 ) {
  4950. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4951. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4952. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4953. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4954. }
  4955. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4956. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4957. status_change_end(src, spheres[i], INVALID_TIMER);
  4958. }
  4959. }
  4960. break;
  4961. case WL_RELEASE:
  4962. if( sd )
  4963. {
  4964. int i;
  4965. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  4966. // Priority is to release SpellBook
  4967. if( sc && sc->data[SC_FREEZE_SP] )
  4968. { // SpellBook
  4969. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4970. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4971. int cooldown;
  4972. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4973. if( sc->data[i] ) spell[s++] = i;
  4974. if ( s == 0 )
  4975. break;
  4976. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  4977. if(sc->data[i] ){// Now extract the data from the preserved spell
  4978. pres_skill_id = sc->data[i]->val1;
  4979. pres_skill_lv = sc->data[i]->val2;
  4980. point = sc->data[i]->val3;
  4981. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4982. }else //something went wrong :(
  4983. break;
  4984. if( sc->data[SC_FREEZE_SP]->val2 > point )
  4985. sc->data[SC_FREEZE_SP]->val2 -= point;
  4986. else // Last spell to be released
  4987. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  4988. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4989. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4990. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4991. break;
  4992. // Get the requirement for the preserved skill
  4993. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  4994. switch( skill_get_casttype(pres_skill_id) )
  4995. {
  4996. case CAST_GROUND:
  4997. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4998. break;
  4999. case CAST_NODAMAGE:
  5000. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5001. break;
  5002. case CAST_DAMAGE:
  5003. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5004. break;
  5005. }
  5006. sd->ud.canact_tick = max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5007. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5008. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5009. if( cooldown )
  5010. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5011. }
  5012. else
  5013. { // Summon Balls
  5014. int j = 0, k;
  5015. int spheres[5] = { 0, 0, 0, 0, 0 },
  5016. positions[5] = {-1,-1,-1,-1,-1 };
  5017. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5018. if( sc && sc->data[i] )
  5019. {
  5020. spheres[j] = i;
  5021. positions[j] = sc->data[i]->val2;
  5022. sc->data[i]->val2--; // Prepares for next position
  5023. j++;
  5024. }
  5025. if( j == 0 )
  5026. { // No Spheres
  5027. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  5028. break;
  5029. }
  5030. // Sphere Sort
  5031. for( i = 0; i <= j - 2; i++ )
  5032. for( k = i + 1; k <= j - 1; k++ )
  5033. if( positions[i] > positions[k] )
  5034. {
  5035. swap(positions[i],positions[k]);
  5036. swap(spheres[i],spheres[k]);
  5037. }
  5038. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  5039. for( i = 0; i < j; i++ )
  5040. {
  5041. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5042. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5043. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  5044. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  5045. }
  5046. clif_skill_nodamage(src,bl,skill_id,0,1);
  5047. }
  5048. }
  5049. break;
  5050. case WL_FROSTMISTY:
  5051. // Causes Freezing status through walls.
  5052. 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));
  5053. // Doesn't deal damage through non-shootable walls.
  5054. 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)) )
  5055. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5056. break;
  5057. case WL_HELLINFERNO:
  5058. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5059. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  5060. break;
  5061. case RA_WUGSTRIKE:
  5062. if( sd && pc_isridingwug(sd) ){
  5063. short x[8]={0,-1,-1,-1,0,1,1,1};
  5064. short y[8]={1,1,0,-1,-1,-1,0,1};
  5065. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5066. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5067. clif_blown(src);
  5068. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5069. }
  5070. break;
  5071. }
  5072. case RA_WUGBITE:
  5073. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5074. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5075. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5076. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5077. break;
  5078. case RA_SENSITIVEKEEN:
  5079. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5080. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5081. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5082. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5083. }
  5084. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5085. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5086. } else {
  5087. struct skill_unit *su = NULL;
  5088. struct skill_unit_group* sg;
  5089. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  5090. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5091. {
  5092. struct item item_tmp;
  5093. memset(&item_tmp,0,sizeof(item_tmp));
  5094. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5095. item_tmp.identify = 1;
  5096. if( item_tmp.nameid )
  5097. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5098. }
  5099. skill_delunit(su);
  5100. }
  5101. }
  5102. break;
  5103. case NC_INFRAREDSCAN:
  5104. if( flag&1 ) {
  5105. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5106. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5107. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5108. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5109. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5110. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5111. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5112. } else {
  5113. 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);
  5114. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5115. if( sd ) pc_overheat(sd,1);
  5116. }
  5117. break;
  5118. case NC_MAGNETICFIELD:
  5119. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  5120. break;
  5121. case SC_FATALMENACE:
  5122. if( flag&1 )
  5123. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5124. else
  5125. {
  5126. short x, y;
  5127. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5128. // Destination area
  5129. skill_area_temp[4] = x;
  5130. skill_area_temp[5] = y;
  5131. 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);
  5132. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5133. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  5134. }
  5135. break;
  5136. case LG_PINPOINTATTACK:
  5137. if (skill_check_unit_movepos(3, src, bl->x, bl->y, 1, 1))
  5138. clif_blown(src);
  5139. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5140. break;
  5141. case LG_SHIELDSPELL:
  5142. if (skill_lv == 1)
  5143. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5144. else if (skill_lv == 2)
  5145. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5146. break;
  5147. case SR_DRAGONCOMBO:
  5148. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5149. break;
  5150. case SR_KNUCKLEARROW:
  5151. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5152. dir_ka = map_calc_dir(bl, src->x, src->y);
  5153. // Has slide effect
  5154. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5155. skill_blown(src, src, 1, (dir_ka + 4) % 8, 0); // Target position is actually one cell next to the target
  5156. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5157. break;
  5158. case SR_HOWLINGOFLION:
  5159. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5160. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5161. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5162. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5163. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5164. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5165. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5166. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5167. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5168. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5169. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5170. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5171. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5172. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5173. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5174. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5175. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5176. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5177. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5178. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5179. break;
  5180. case SR_EARTHSHAKER:
  5181. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5182. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5183. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5184. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5185. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5186. } else {
  5187. 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|SD_SPLASH|1, skill_castend_damage_id);
  5188. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5189. }
  5190. break;
  5191. case SR_TIGERCANNON:
  5192. if (flag&1) {
  5193. if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id)
  5194. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5195. } else if (sd) {
  5196. skill_area_temp[1] = bl->id;
  5197. skill_area_temp[3] = skill_id;
  5198. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5199. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5200. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5201. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5202. }
  5203. break;
  5204. case SO_POISON_BUSTER:
  5205. if( tsc && tsc->data[SC_POISON] ) {
  5206. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5207. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5208. }
  5209. else if( sd )
  5210. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5211. break;
  5212. case GN_SPORE_EXPLOSION:
  5213. if( flag&1 )
  5214. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5215. else {
  5216. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5217. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  5218. }
  5219. break;
  5220. case GN_DEMONIC_FIRE:
  5221. case GN_FIRE_EXPANSION_ACID:
  5222. if (flag&1)
  5223. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5224. break;
  5225. case KO_JYUMONJIKIRI: {
  5226. short x, y;
  5227. short dir = map_calc_dir(src,bl->x,bl->y);
  5228. if (dir > 0 && dir < 4)
  5229. x = 2;
  5230. else if (dir > 4)
  5231. x = -2;
  5232. else
  5233. x = 0;
  5234. if (dir > 2 && dir < 6)
  5235. y = 2;
  5236. else if (dir == 7 || dir < 2)
  5237. y = -2;
  5238. else
  5239. y = 0;
  5240. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5241. clif_blown(src);
  5242. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5243. }
  5244. }
  5245. break;
  5246. case EL_FIRE_BOMB:
  5247. case EL_FIRE_WAVE:
  5248. case EL_WATER_SCREW:
  5249. case EL_HURRICANE:
  5250. case EL_TYPOON_MIS:
  5251. if( flag&1 )
  5252. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5253. else {
  5254. int i = skill_get_splash(skill_id,skill_lv);
  5255. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5256. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5257. if( rnd()%100 < 30 )
  5258. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5259. else
  5260. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5261. }
  5262. break;
  5263. case EL_ROCK_CRUSHER:
  5264. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5265. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5266. if( rnd()%100 < 50 )
  5267. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5268. else
  5269. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5270. break;
  5271. case EL_STONE_RAIN:
  5272. if( flag&1 )
  5273. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5274. else {
  5275. int i = skill_get_splash(skill_id,skill_lv);
  5276. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5277. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5278. if( rnd()%100 < 30 )
  5279. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5280. else
  5281. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5282. }
  5283. break;
  5284. case EL_FIRE_ARROW:
  5285. case EL_ICE_NEEDLE:
  5286. case EL_WIND_SLASH:
  5287. case EL_STONE_HAMMER:
  5288. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5289. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5290. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5291. break;
  5292. case EL_TIDAL_WEAPON:
  5293. if( src->type == BL_ELEM ) {
  5294. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5295. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5296. sc_type type = status_skill2sc(skill_id), type2;
  5297. type2 = type-1;
  5298. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5299. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5300. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5301. elemental_clean_single_effect(ele, skill_id);
  5302. }
  5303. if( rnd()%100 < 50 )
  5304. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5305. else {
  5306. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5307. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5308. }
  5309. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5310. }
  5311. break;
  5312. //recursive homon skill
  5313. case MH_MAGMA_FLOW:
  5314. case MH_HEILIGE_STANGE:
  5315. if(flag&1){
  5316. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5317. break;//chance to not trigger atk for magma
  5318. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5319. }
  5320. else
  5321. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5322. break;
  5323. case MH_STAHL_HORN:
  5324. case MH_NEEDLE_OF_PARALYZE:
  5325. case MH_SONIC_CRAW:
  5326. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5327. break;
  5328. case MH_MIDNIGHT_FRENZY:
  5329. case MH_SILVERVEIN_RUSH:
  5330. {
  5331. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5332. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5333. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  5334. }
  5335. break;
  5336. case MH_TINDER_BREAKER:
  5337. case MH_CBC:
  5338. case MH_EQC:
  5339. {
  5340. int duration = 0;
  5341. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5342. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5343. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5344. clif_blown(src);
  5345. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5346. }
  5347. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5348. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5349. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  5350. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5351. }
  5352. break;
  5353. case RL_H_MINE:
  5354. if (!(flag&1)) {
  5355. // Direct attack
  5356. if (!sd || !sd->flicker) {
  5357. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5358. 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);
  5359. break;
  5360. }
  5361. // Triggered by RL_FLICKER
  5362. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5363. // Splash damage around it!
  5364. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5365. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5366. flag |= 1; // Don't consume requirement
  5367. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5368. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5369. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5370. }
  5371. }
  5372. else
  5373. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5374. if (sd && sd->flicker)
  5375. flag |= 1; // Don't consume requirement
  5376. break;
  5377. case RL_HAMMER_OF_GOD:
  5378. if (!(flag&1)) {
  5379. if (!sd) {
  5380. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5381. break;
  5382. }
  5383. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  5384. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  5385. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5386. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5387. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5388. }
  5389. }
  5390. else
  5391. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5392. if ((flag&8))
  5393. flag |= 1;
  5394. break;
  5395. case RL_QD_SHOT:
  5396. case RL_D_TAIL:
  5397. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  5398. int sflag = flag;
  5399. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5400. break;
  5401. if (flag&1)
  5402. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5403. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5404. if (sd) {
  5405. if (skill_id != RL_D_TAIL)
  5406. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5407. }
  5408. }
  5409. break;
  5410. case SU_SCAROFTAROU:
  5411. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: What's the activation chance for the Bite effect?
  5412. case SU_SV_STEMSPEAR:
  5413. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5414. if (status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance.
  5415. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, (skill_id == SU_SV_STEMSPEAR) ? BF_MAGIC : BF_WEAPON, flag);
  5416. break;
  5417. case 0:/* no skill - basic/normal attack */
  5418. if(sd) {
  5419. if (flag & 3){
  5420. if (bl->id != skill_area_temp[1])
  5421. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5422. } else {
  5423. skill_area_temp[1] = bl->id;
  5424. map_foreachinrange(skill_area_sub, bl,
  5425. sd->bonus.splash_range, BL_CHAR,
  5426. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5427. skill_castend_damage_id);
  5428. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5429. }
  5430. }
  5431. break;
  5432. default:
  5433. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5434. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5435. 0, abs(skill_get_num(skill_id, skill_lv)),
  5436. skill_id, skill_lv, skill_get_hit(skill_id));
  5437. map_freeblock_unlock();
  5438. return 1;
  5439. }
  5440. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5441. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5442. map_freeblock_unlock();
  5443. if( sd && !(flag&1) )
  5444. {// ensure that the skill last-cast tick is recorded
  5445. sd->canskill_tick = gettick();
  5446. if( sd->state.arrow_atk )
  5447. {// consume arrow on last invocation to this skill.
  5448. battle_consume_ammo(sd, skill_id, skill_lv);
  5449. }
  5450. // perform skill requirement consumption
  5451. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5452. }
  5453. return 0;
  5454. }
  5455. /**
  5456. * Use no-damage skill from 'src' to 'bl
  5457. * @param src Caster
  5458. * @param bl Target of the skill, bl maybe same with src for self skill
  5459. * @param skill_id
  5460. * @param skill_lv
  5461. * @param tick
  5462. * @param flag Various value, &1: Recursive effect
  5463. **/
  5464. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5465. {
  5466. struct map_session_data *sd, *dstsd;
  5467. struct mob_data *md, *dstmd;
  5468. struct homun_data *hd;
  5469. struct mercenary_data *mer;
  5470. struct status_data *sstatus, *tstatus;
  5471. struct status_change *tsc;
  5472. struct status_change_entry *tsce;
  5473. int chorusbonus = 0;
  5474. int i = 0;
  5475. enum sc_type type;
  5476. if(skill_id > 0 && !skill_lv) return 0; // celest
  5477. nullpo_retr(1, src);
  5478. nullpo_retr(1, bl);
  5479. if (src->m != bl->m)
  5480. return 1;
  5481. sd = BL_CAST(BL_PC, src);
  5482. hd = BL_CAST(BL_HOM, src);
  5483. md = BL_CAST(BL_MOB, src);
  5484. mer = BL_CAST(BL_MER, src);
  5485. dstsd = BL_CAST(BL_PC, bl);
  5486. dstmd = BL_CAST(BL_MOB, bl);
  5487. if(bl->prev == NULL)
  5488. return 1;
  5489. if(status_isdead(src))
  5490. return 1;
  5491. if( src != bl && status_isdead(bl) ) {
  5492. switch( skill_id ) { // Skills that may be cast on dead targets
  5493. case NPC_WIDESOULDRAIN:
  5494. case PR_REDEMPTIO:
  5495. case ALL_RESURRECTION:
  5496. case WM_DEADHILLHERE:
  5497. break;
  5498. default:
  5499. return 1;
  5500. }
  5501. }
  5502. tstatus = status_get_status_data(bl);
  5503. sstatus = status_get_status_data(src);
  5504. // Minstrel/Wanderer number check for chorus skills.
  5505. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5506. if( sd && sd->status.party_id ) {
  5507. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, AREA_SIZE, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5508. if( chorusbonus > 7 )
  5509. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5510. else if( chorusbonus > 2 )
  5511. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5512. }
  5513. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5514. switch (skill_id) {
  5515. case HLIF_HEAL: //[orn]
  5516. if (bl->type != BL_HOM) {
  5517. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5518. break ;
  5519. }
  5520. case AL_HEAL:
  5521. case ALL_RESURRECTION:
  5522. case PR_ASPERSIO:
  5523. case AB_RENOVATIO:
  5524. case AB_HIGHNESSHEAL:
  5525. //Apparently only player casted skills can be offensive like this.
  5526. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5527. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5528. //Offensive heal does not works on non-enemies. [Skotlex]
  5529. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5530. return 0;
  5531. }
  5532. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5533. }
  5534. break;
  5535. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5536. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5537. case MH_STEINWAND: {
  5538. struct block_list *s_src = battle_get_master(src);
  5539. short ret = 0;
  5540. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5541. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5542. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5543. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5544. if (hd)
  5545. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5546. return ret;
  5547. }
  5548. break;
  5549. default:
  5550. //Skill is actually ground placed.
  5551. if (src == bl && skill_get_unit_id(skill_id,0))
  5552. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5553. }
  5554. type = status_skill2sc(skill_id);
  5555. tsc = status_get_sc(bl);
  5556. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5557. if (src!=bl && type > -1 &&
  5558. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5559. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5560. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5561. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5562. map_freeblock_lock();
  5563. switch(skill_id)
  5564. {
  5565. case HLIF_HEAL: //[orn]
  5566. case AL_HEAL:
  5567. case AB_HIGHNESSHEAL:
  5568. {
  5569. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5570. int heal_get_jobexp;
  5571. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5572. heal = 0;
  5573. if( tsc && tsc->count ) {
  5574. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //Bounce back heal
  5575. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5576. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5577. if (src == bl)
  5578. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5579. else {
  5580. bl = src;
  5581. dstsd = sd;
  5582. }
  5583. }
  5584. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5585. heal = 0; //Needed so that it actually displays 0 when healing.
  5586. }
  5587. if (skill_id == AL_HEAL)
  5588. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5589. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5590. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5591. heal = ~heal + 1;
  5592. heal_get_jobexp = status_heal(bl,heal,0,0);
  5593. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5594. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5595. if (heal_get_jobexp <= 0)
  5596. heal_get_jobexp = 1;
  5597. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5598. }
  5599. }
  5600. break;
  5601. case PR_REDEMPTIO:
  5602. if (sd && !(flag&1)) {
  5603. if (sd->status.party_id == 0) {
  5604. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5605. break;
  5606. }
  5607. skill_area_temp[0] = 0;
  5608. party_foreachsamemap(skill_area_sub,
  5609. sd,skill_get_splash(skill_id, skill_lv),
  5610. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5611. skill_castend_nodamage_id);
  5612. if (skill_area_temp[0] == 0) {
  5613. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5614. break;
  5615. }
  5616. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5617. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty && battle_config.exp_cost_redemptio) { //Apply penalty
  5618. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5619. pc_lostexp(sd, u32min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5620. }
  5621. status_set_hp(src, 1, 0);
  5622. status_set_sp(src, 0, 0);
  5623. break;
  5624. } else if (status_isdead(bl) && flag&1) { //Revive
  5625. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5626. skill_lv = 3; //Resurrection level 3 is used
  5627. } else //Invalid target, skip resurrection.
  5628. break;
  5629. case ALL_RESURRECTION:
  5630. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5631. { //No reviving in WoE grounds!
  5632. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5633. break;
  5634. }
  5635. if (!status_isdead(bl))
  5636. break;
  5637. {
  5638. int per = 0, sper = 0;
  5639. if (tsc && tsc->data[SC_HELLPOWER])
  5640. break;
  5641. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5642. break;
  5643. switch(skill_lv){
  5644. case 1: per=10; break;
  5645. case 2: per=30; break;
  5646. case 3: per=50; break;
  5647. case 4: per=80; break;
  5648. }
  5649. if(dstsd && dstsd->special_state.restart_full_recover)
  5650. per = sper = 100;
  5651. if (status_revive(bl, per, sper))
  5652. {
  5653. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5654. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5655. {
  5656. int exp = 0,jexp = 0;
  5657. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5658. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5659. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5660. if (exp < 1) exp = 1;
  5661. }
  5662. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5663. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5664. if (jexp < 1) jexp = 1;
  5665. }
  5666. if(exp > 0 || jexp > 0)
  5667. pc_gainexp (sd, bl, exp, jexp, 0);
  5668. }
  5669. }
  5670. }
  5671. break;
  5672. case AL_DECAGI:
  5673. case MER_DECAGI:
  5674. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5675. 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)));
  5676. break;
  5677. case AL_CRUCIS:
  5678. if (flag&1)
  5679. 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));
  5680. else {
  5681. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5682. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5683. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5684. }
  5685. break;
  5686. case PR_LEXDIVINA:
  5687. case MER_LEXDIVINA:
  5688. if (tsce)
  5689. status_change_end(bl, type, INVALID_TIMER);
  5690. else
  5691. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  5692. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5693. break;
  5694. case SA_ABRACADABRA:
  5695. if (!skill_abra_count) {
  5696. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5697. break;
  5698. }
  5699. else {
  5700. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5701. do {
  5702. i = rnd() % MAX_SKILL_ABRA_DB;
  5703. abra_skill_id = skill_abra_db[i].skill_id;
  5704. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5705. } while ( checked++ < checked_max &&
  5706. (abra_skill_id == 0 ||
  5707. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5708. if (!skill_get_index(abra_skill_id))
  5709. break;
  5710. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5711. if( sd )
  5712. {// player-casted
  5713. sd->state.abra_flag = 1;
  5714. sd->skillitem = abra_skill_id;
  5715. sd->skillitemlv = abra_skill_lv;
  5716. sd->skillitem_keep_requirement = false;
  5717. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5718. }
  5719. else
  5720. {// mob-casted
  5721. struct unit_data *ud = unit_bl2ud(src);
  5722. int inf = skill_get_inf(abra_skill_id);
  5723. if (!ud) break;
  5724. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5725. if (src->type == BL_PET)
  5726. bl = (struct block_list*)((TBL_PET*)src)->master;
  5727. if (!bl) bl = src;
  5728. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5729. } else { //Assume offensive skills
  5730. int target_id = 0;
  5731. if (ud->target)
  5732. target_id = ud->target;
  5733. else switch (src->type) {
  5734. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5735. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5736. }
  5737. if (!target_id)
  5738. break;
  5739. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5740. bl = map_id2bl(target_id);
  5741. if (!bl) bl = src;
  5742. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5743. } else
  5744. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5745. }
  5746. }
  5747. }
  5748. break;
  5749. case SA_COMA:
  5750. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5751. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5752. break;
  5753. case SA_FULLRECOVERY:
  5754. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5755. if (status_isimmune(bl))
  5756. break;
  5757. status_percent_heal(bl, 100, 100);
  5758. break;
  5759. case NPC_ALLHEAL:
  5760. {
  5761. int heal;
  5762. if( status_isimmune(bl) )
  5763. break;
  5764. heal = status_percent_heal(bl, 100, 0);
  5765. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5766. if( dstmd )
  5767. { // Reset Damage Logs
  5768. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5769. dstmd->tdmg = 0;
  5770. }
  5771. }
  5772. break;
  5773. case SA_SUMMONMONSTER:
  5774. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5775. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5776. break;
  5777. case SA_LEVELUP:
  5778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5779. if (sd && pc_nextbaseexp(sd))
  5780. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  5781. break;
  5782. case SA_INSTANTDEATH:
  5783. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5784. status_kill(src);
  5785. break;
  5786. case SA_QUESTION:
  5787. clif_emotion(src,E_WHAT);
  5788. case SA_GRAVITY:
  5789. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5790. break;
  5791. case SA_CLASSCHANGE:
  5792. case SA_MONOCELL:
  5793. if (dstmd)
  5794. {
  5795. int class_;
  5796. if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5797. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5798. break;
  5799. }
  5800. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0));
  5801. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5802. mob_class_change(dstmd,class_);
  5803. if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5804. 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 };
  5805. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5806. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5807. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5808. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5809. }
  5810. }
  5811. break;
  5812. case SA_DEATH:
  5813. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5814. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5815. break;
  5816. }
  5817. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5818. status_kill(bl);
  5819. break;
  5820. case SA_REVERSEORCISH:
  5821. case ALL_REVERSEORCISH:
  5822. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5823. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5824. break;
  5825. case SA_FORTUNE:
  5826. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5827. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5828. break;
  5829. case SA_TAMINGMONSTER:
  5830. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5831. if (sd && dstmd) {
  5832. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5833. if( i < MAX_PET_DB )
  5834. pet_catch_process1(sd, dstmd->mob_id);
  5835. }
  5836. break;
  5837. case CR_PROVIDENCE:
  5838. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5839. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5840. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5841. map_freeblock_unlock();
  5842. return 1;
  5843. }
  5844. }
  5845. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5846. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5847. break;
  5848. case CG_MARIONETTE:
  5849. {
  5850. struct status_change* sc = status_get_sc(src);
  5851. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5852. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5853. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5854. map_freeblock_unlock();
  5855. return 1;
  5856. }
  5857. if( sc && tsc )
  5858. {
  5859. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5860. {
  5861. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5862. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5863. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5864. }
  5865. else
  5866. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5867. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5868. {
  5869. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5870. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5871. }
  5872. else
  5873. {
  5874. if( sd )
  5875. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5876. map_freeblock_unlock();
  5877. return 1;
  5878. }
  5879. }
  5880. }
  5881. break;
  5882. case RG_CLOSECONFINE:
  5883. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5884. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5885. break;
  5886. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5887. case SA_FROSTWEAPON:
  5888. case SA_LIGHTNINGLOADER:
  5889. case SA_SEISMICWEAPON:
  5890. if (dstsd) {
  5891. if(dstsd->status.weapon == W_FIST ||
  5892. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5893. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5894. dstsd->sc.data[SC_FIREWEAPON] ||
  5895. dstsd->sc.data[SC_WATERWEAPON] ||
  5896. dstsd->sc.data[SC_WINDWEAPON] ||
  5897. dstsd->sc.data[SC_EARTHWEAPON] ||
  5898. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5899. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5900. dstsd->sc.data[SC_ENCPOISON]
  5901. ))
  5902. ) {
  5903. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5904. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5905. break;
  5906. }
  5907. }
  5908. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5909. 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)))) {
  5910. if (sd)
  5911. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5912. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5913. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5914. }
  5915. break;
  5916. case PR_ASPERSIO:
  5917. if (sd && dstmd) {
  5918. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5919. break;
  5920. }
  5921. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5922. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5923. break;
  5924. case ITEM_ENCHANTARMS:
  5925. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5926. sc_start2(src,bl,type,100,skill_lv,
  5927. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5928. break;
  5929. case TK_SEVENWIND:
  5930. switch(skill_get_ele(skill_id,skill_lv)) {
  5931. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5932. case ELE_WIND : type = SC_WINDWEAPON; break;
  5933. case ELE_WATER : type = SC_WATERWEAPON; break;
  5934. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5935. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5936. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5937. case ELE_HOLY : type = SC_ASPERSIO; break;
  5938. }
  5939. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5940. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5941. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5942. break;
  5943. case PR_KYRIE:
  5944. case MER_KYRIE:
  5945. case SU_TUNAPARTY:
  5946. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5947. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5948. break;
  5949. //Passive Magnum, should had been casted on yourself.
  5950. case SM_MAGNUM:
  5951. case MS_MAGNUM:
  5952. skill_area_temp[1] = 0;
  5953. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5954. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5955. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5956. // Initiate 20% of your damage becomes fire element.
  5957. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5958. if( sd )
  5959. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5960. else if( bl->type == BL_MER )
  5961. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5962. break;
  5963. case TK_JUMPKICK:
  5964. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5965. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5966. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  5967. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5968. clif_blown(src);
  5969. }
  5970. } else
  5971. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5972. break;
  5973. case AL_INCAGI:
  5974. case AL_BLESSING:
  5975. case MER_INCAGI:
  5976. case MER_BLESSING:
  5977. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5978. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5979. break;
  5980. }
  5981. case PR_SLOWPOISON:
  5982. case PR_IMPOSITIO:
  5983. case PR_LEXAETERNA:
  5984. case PR_SUFFRAGIUM:
  5985. case PR_BENEDICTIO:
  5986. case LK_BERSERK:
  5987. case MS_BERSERK:
  5988. case KN_TWOHANDQUICKEN:
  5989. case KN_ONEHAND:
  5990. case MER_QUICKEN:
  5991. case CR_SPEARQUICKEN:
  5992. case CR_REFLECTSHIELD:
  5993. case MS_REFLECTSHIELD:
  5994. case AS_POISONREACT:
  5995. case MC_LOUD:
  5996. case MG_ENERGYCOAT:
  5997. case MO_EXPLOSIONSPIRITS:
  5998. case MO_STEELBODY:
  5999. case MO_BLADESTOP:
  6000. case LK_AURABLADE:
  6001. case LK_PARRYING:
  6002. case MS_PARRYING:
  6003. case LK_CONCENTRATION:
  6004. case WS_CARTBOOST:
  6005. case SN_SIGHT:
  6006. case WS_MELTDOWN:
  6007. case WS_OVERTHRUSTMAX:
  6008. case ST_REJECTSWORD:
  6009. case HW_MAGICPOWER:
  6010. case PF_MEMORIZE:
  6011. case PA_SACRIFICE:
  6012. case ASC_EDP:
  6013. case PF_DOUBLECASTING:
  6014. case SG_SUN_COMFORT:
  6015. case SG_MOON_COMFORT:
  6016. case SG_STAR_COMFORT:
  6017. case NPC_HALLUCINATION:
  6018. case GS_MADNESSCANCEL:
  6019. case GS_ADJUSTMENT:
  6020. case GS_INCREASING:
  6021. case NJ_KASUMIKIRI:
  6022. case NJ_UTSUSEMI:
  6023. case NJ_NEN:
  6024. case NPC_DEFENDER:
  6025. case NPC_MAGICMIRROR:
  6026. case ST_PRESERVE:
  6027. case NPC_INVINCIBLE:
  6028. case NPC_INVINCIBLEOFF:
  6029. case RK_DEATHBOUND:
  6030. case AB_RENOVATIO:
  6031. case AB_EXPIATIO:
  6032. case AB_DUPLELIGHT:
  6033. case AB_SECRAMENT:
  6034. case AB_OFFERTORIUM:
  6035. case NC_ACCELERATION:
  6036. case NC_HOVERING:
  6037. case NC_SHAPESHIFT:
  6038. case WL_MARSHOFABYSS:
  6039. case WL_RECOGNIZEDSPELL:
  6040. case GC_VENOMIMPRESS:
  6041. case SC_DEADLYINFECT:
  6042. case LG_EXEEDBREAK:
  6043. case LG_PRESTIGE:
  6044. case SR_CRESCENTELBOW:
  6045. case SR_LIGHTNINGWALK:
  6046. case GN_CARTBOOST:
  6047. case KO_MEIKYOUSISUI:
  6048. case ALL_ODINS_POWER:
  6049. case ALL_FULL_THROTTLE:
  6050. case RA_UNLIMIT:
  6051. case WL_TELEKINESIS_INTENSE:
  6052. case RL_HEAT_BARREL:
  6053. case RL_P_ALTER:
  6054. case RL_E_CHAIN:
  6055. case SU_FRESHSHRIMP:
  6056. case SU_ARCLOUSEDASH:
  6057. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6058. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6059. break;
  6060. case SU_STOOP:
  6061. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6062. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6063. break;
  6064. case KN_AUTOCOUNTER:
  6065. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6066. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6067. break;
  6068. case SO_STRIKING:
  6069. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6070. int bonus = 0;
  6071. if (dstsd) {
  6072. short index = dstsd->equip_index[EQI_HAND_R];
  6073. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6074. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  6075. }
  6076. if (sd)
  6077. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  6078. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  6079. } else if (sd)
  6080. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6081. break;
  6082. case NPC_STOP:
  6083. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6084. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6085. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6086. break;
  6087. case HP_ASSUMPTIO:
  6088. if( sd && dstmd )
  6089. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6090. else
  6091. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6092. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6093. break;
  6094. case MG_SIGHT:
  6095. case MER_SIGHT:
  6096. case AL_RUWACH:
  6097. case WZ_SIGHTBLASTER:
  6098. case NPC_WIDESIGHT:
  6099. case NPC_STONESKIN:
  6100. case NPC_ANTIMAGIC:
  6101. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6102. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6103. break;
  6104. case HLIF_AVOID:
  6105. case HAMI_DEFENCE:
  6106. i = skill_get_time(skill_id,skill_lv);
  6107. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  6108. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  6109. break;
  6110. case NJ_BUNSINJYUTSU:
  6111. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6112. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6113. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6114. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6115. break;
  6116. /* Was modified to only affect targetted char. [Skotlex]
  6117. case HP_ASSUMPTIO:
  6118. if (flag&1)
  6119. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6120. else
  6121. {
  6122. map_foreachinrange(skill_area_sub, bl,
  6123. skill_get_splash(skill_id, skill_lv), BL_PC,
  6124. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6125. skill_castend_nodamage_id);
  6126. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6127. }
  6128. break;
  6129. */
  6130. case SM_ENDURE:
  6131. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6132. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6133. break;
  6134. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6135. if (sd && dstsd && dstsd->sc.count) {
  6136. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6137. dstsd->sc.data[SC_WATERWEAPON] ||
  6138. dstsd->sc.data[SC_WINDWEAPON] ||
  6139. dstsd->sc.data[SC_EARTHWEAPON] ||
  6140. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6141. dstsd->sc.data[SC_GHOSTWEAPON]
  6142. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6143. ) {
  6144. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6145. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6146. break;
  6147. }
  6148. }
  6149. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6150. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6151. break;
  6152. case LK_TENSIONRELAX:
  6153. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6154. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6155. skill_get_time(skill_id,skill_lv)));
  6156. break;
  6157. case MC_CHANGECART:
  6158. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6159. break;
  6160. case MC_CARTDECORATE:
  6161. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6162. if( sd ) {
  6163. clif_SelectCart(sd);
  6164. }
  6165. break;
  6166. case TK_MISSION:
  6167. if (sd) {
  6168. int id;
  6169. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6170. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6171. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6172. break;
  6173. }
  6174. id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level);
  6175. if (!id) {
  6176. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6177. break;
  6178. }
  6179. sd->mission_mobid = id;
  6180. sd->mission_count = 0;
  6181. pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id);
  6182. clif_mission_info(sd, id, 0);
  6183. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6184. }
  6185. break;
  6186. case AC_CONCENTRATION:
  6187. {
  6188. int splash = skill_get_splash(skill_id, skill_lv);
  6189. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6190. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6191. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6192. map_foreachinrange( status_change_timer_sub, src,
  6193. splash, BL_CHAR, src, NULL, type, tick);
  6194. }
  6195. break;
  6196. case SM_PROVOKE:
  6197. case SM_SELFPROVOKE:
  6198. case MER_PROVOKE:
  6199. if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6200. map_freeblock_unlock();
  6201. return 1;
  6202. }
  6203. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6204. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  6205. {
  6206. if( sd )
  6207. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6208. map_freeblock_unlock();
  6209. return 0;
  6210. }
  6211. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6212. unit_skillcastcancel(bl, 2);
  6213. if( tsc && tsc->count )
  6214. {
  6215. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6216. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6217. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6218. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6219. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6220. }
  6221. if( dstmd )
  6222. {
  6223. dstmd->state.provoke_flag = src->id;
  6224. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6225. }
  6226. break;
  6227. case ML_DEVOTION:
  6228. case CR_DEVOTION:
  6229. {
  6230. int count, lv;
  6231. if( !dstsd || (!sd && !mer) )
  6232. { // Only players can be devoted
  6233. if( sd )
  6234. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6235. break;
  6236. }
  6237. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6238. lv = -lv;
  6239. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6240. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6241. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6242. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6243. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  6244. {
  6245. if( sd )
  6246. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6247. map_freeblock_unlock();
  6248. return 1;
  6249. }
  6250. i = 0;
  6251. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6252. if( sd )
  6253. { // Player Devoting Player
  6254. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6255. if( i == count )
  6256. {
  6257. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6258. if( i == count )
  6259. { // No free slots, skill Fail
  6260. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6261. map_freeblock_unlock();
  6262. return 1;
  6263. }
  6264. }
  6265. sd->devotion[i] = bl->id;
  6266. }
  6267. else
  6268. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6269. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6270. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  6271. clif_devotion(src, NULL);
  6272. }
  6273. break;
  6274. case MO_CALLSPIRITS:
  6275. if(sd) {
  6276. int limit = skill_lv;
  6277. if( sd->sc.data[SC_RAISINGDRAGON] )
  6278. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6279. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6280. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6281. }
  6282. break;
  6283. case CH_SOULCOLLECT:
  6284. if(sd) {
  6285. int limit = 5;
  6286. if( sd->sc.data[SC_RAISINGDRAGON] )
  6287. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6288. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6289. for (i = 0; i < limit; i++)
  6290. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6291. }
  6292. break;
  6293. case MO_KITRANSLATION:
  6294. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6295. //Require will define how many spiritballs will be transferred
  6296. struct skill_condition require;
  6297. require = skill_get_requirement(sd,skill_id,skill_lv);
  6298. pc_delspiritball(sd,require.spiritball,0);
  6299. for (i = 0; i < require.spiritball; i++)
  6300. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6301. } else {
  6302. if(sd)
  6303. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6304. map_freeblock_unlock();
  6305. return 0;
  6306. }
  6307. break;
  6308. case TK_TURNKICK:
  6309. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6310. if (skill_area_temp[1] != bl->id) {
  6311. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  6312. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6313. }
  6314. break;
  6315. case MO_ABSORBSPIRITS:
  6316. i = 0;
  6317. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) &&
  6318. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6319. if (dstsd->spiritball > 0) {
  6320. i = dstsd->spiritball * 7;
  6321. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6322. }
  6323. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6324. i += dstsd->spiritcharm * 7;
  6325. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6326. }
  6327. } else if (dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6328. i = 2 * dstmd->level;
  6329. mob_target(dstmd,src,0);
  6330. }
  6331. if (i) status_heal(src, 0, i, 3);
  6332. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6333. break;
  6334. case AC_MAKINGARROW:
  6335. if(sd) {
  6336. clif_arrow_create_list(sd);
  6337. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6338. }
  6339. break;
  6340. case AM_PHARMACY:
  6341. if(sd) {
  6342. clif_skill_produce_mix_list(sd,skill_id,22);
  6343. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6344. }
  6345. break;
  6346. case SA_CREATECON:
  6347. if(sd) {
  6348. clif_elementalconverter_list(sd);
  6349. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6350. }
  6351. break;
  6352. case BS_HAMMERFALL:
  6353. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6354. break;
  6355. case RG_RAID:
  6356. skill_area_temp[1] = 0;
  6357. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6358. map_foreachinrange(skill_area_sub, bl,
  6359. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6360. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6361. skill_castend_damage_id);
  6362. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6363. break;
  6364. //List of self skills that give damage around caster
  6365. case ASC_METEORASSAULT:
  6366. case GS_SPREADATTACK:
  6367. case RK_STORMBLAST:
  6368. case NC_AXETORNADO:
  6369. case GC_COUNTERSLASH:
  6370. case SR_SKYNETBLOW:
  6371. case SR_RAMPAGEBLASTER:
  6372. case SR_HOWLINGOFLION:
  6373. case KO_HAPPOKUNAI:
  6374. case RL_FIREDANCE:
  6375. case RL_R_TRIP:
  6376. {
  6377. struct status_change *sc = status_get_sc(src);
  6378. int starget = BL_CHAR|BL_SKILL;
  6379. if (skill_id == SR_SKYNETBLOW && sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO)
  6380. flag |= 8;
  6381. if (skill_id == SR_HOWLINGOFLION)
  6382. starget = splash_target(src);
  6383. skill_area_temp[1] = 0;
  6384. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6385. if (battle_config.skill_wall_check)
  6386. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6387. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6388. else
  6389. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6390. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6391. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6392. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  6393. }
  6394. break;
  6395. case NC_EMERGENCYCOOL:
  6396. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6397. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6398. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6399. break;
  6400. case SR_WINDMILL:
  6401. case GN_CART_TORNADO:
  6402. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6403. case SR_EARTHSHAKER:
  6404. case NC_INFRAREDSCAN:
  6405. case NPC_EARTHQUAKE:
  6406. case NPC_VAMPIRE_GIFT:
  6407. case NPC_HELLJUDGEMENT:
  6408. case NPC_PULSESTRIKE:
  6409. case LG_MOONSLASHER:
  6410. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6411. break;
  6412. case KN_BRANDISHSPEAR:
  6413. case ML_BRANDISH:
  6414. {
  6415. skill_area_temp[1] = bl->id;
  6416. if(skill_lv >= 10)
  6417. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6418. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6419. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6420. skill_castend_damage_id);
  6421. if(skill_lv >= 7)
  6422. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6423. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6424. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6425. skill_castend_damage_id);
  6426. if(skill_lv >= 4)
  6427. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6428. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6429. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6430. skill_castend_damage_id);
  6431. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6432. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6433. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6434. skill_castend_damage_id);
  6435. }
  6436. break;
  6437. case WZ_SIGHTRASHER:
  6438. //Passive side of the attack.
  6439. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6440. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6441. map_foreachinshootrange(skill_area_sub,src,
  6442. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6443. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6444. skill_castend_damage_id);
  6445. break;
  6446. case WZ_FROSTNOVA:
  6447. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6448. skill_area_temp[1] = 0;
  6449. map_foreachinshootrange(skill_attack_area, src,
  6450. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6451. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6452. break;
  6453. case HVAN_EXPLOSION: //[orn]
  6454. case NPC_SELFDESTRUCTION:
  6455. //Self Destruction hits everyone in range (allies+enemies)
  6456. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6457. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6458. BCT_ENEMY:BCT_ALL;
  6459. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6460. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6461. map_foreachinshootrange(skill_area_sub, bl,
  6462. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6463. src, skill_id, skill_lv, tick, flag|i,
  6464. skill_castend_damage_id);
  6465. if(map_addblock(src)) {
  6466. map_freeblock_unlock();
  6467. return 1;
  6468. }
  6469. status_damage(src, src, sstatus->max_hp,0,0,1);
  6470. break;
  6471. case AL_ANGELUS:
  6472. case PR_MAGNIFICAT:
  6473. case PR_GLORIA:
  6474. case SN_WINDWALK:
  6475. case CASH_BLESSING:
  6476. case CASH_INCAGI:
  6477. case CASH_ASSUMPTIO:
  6478. case WM_FRIGG_SONG:
  6479. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6480. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6481. else if( sd )
  6482. 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);
  6483. break;
  6484. case MER_MAGNIFICAT:
  6485. if( mer != NULL )
  6486. {
  6487. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6488. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6489. 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);
  6490. else if( mer->master && !(flag&1) )
  6491. 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)));
  6492. }
  6493. break;
  6494. case BS_ADRENALINE:
  6495. case BS_ADRENALINE2:
  6496. case BS_WEAPONPERFECT:
  6497. case BS_OVERTHRUST:
  6498. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6499. int weapontype = skill_get_weapontype(skill_id);
  6500. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6501. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6502. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6503. }
  6504. } else if (sd) {
  6505. party_foreachsamemap(skill_area_sub,
  6506. sd,skill_get_splash(skill_id, skill_lv),
  6507. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6508. skill_castend_nodamage_id);
  6509. }
  6510. break;
  6511. case BS_MAXIMIZE:
  6512. case NV_TRICKDEAD:
  6513. case CR_DEFENDER:
  6514. case ML_DEFENDER:
  6515. case CR_AUTOGUARD:
  6516. case ML_AUTOGUARD:
  6517. case TK_READYSTORM:
  6518. case TK_READYDOWN:
  6519. case TK_READYTURN:
  6520. case TK_READYCOUNTER:
  6521. case TK_DODGE:
  6522. case CR_SHRINK:
  6523. case SG_FUSION:
  6524. case GS_GATLINGFEVER:
  6525. if( tsce )
  6526. {
  6527. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6528. map_freeblock_unlock();
  6529. return 0;
  6530. }
  6531. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6532. break;
  6533. case SL_KAITE:
  6534. case SL_KAAHI:
  6535. case SL_KAIZEL:
  6536. case SL_KAUPE:
  6537. if (sd) {
  6538. if (!dstsd || !(
  6539. (&sd->sc && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6540. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6541. dstsd->status.char_id == sd->status.char_id ||
  6542. dstsd->status.char_id == sd->status.partner_id ||
  6543. dstsd->status.char_id == sd->status.child
  6544. )) {
  6545. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6546. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6547. break;
  6548. }
  6549. }
  6550. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6551. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6552. break;
  6553. case SM_AUTOBERSERK:
  6554. case MER_AUTOBERSERK:
  6555. if( tsce )
  6556. i = status_change_end(bl, type, INVALID_TIMER);
  6557. else
  6558. i = sc_start(src,bl,type,100,skill_lv,60000);
  6559. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6560. break;
  6561. case TF_HIDING:
  6562. case ST_CHASEWALK:
  6563. case KO_YAMIKUMO:
  6564. if (tsce)
  6565. {
  6566. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6567. map_freeblock_unlock();
  6568. return 0;
  6569. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6570. //Mado Gear cannot hide
  6571. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6572. map_freeblock_unlock();
  6573. return 0;
  6574. }
  6575. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6576. break;
  6577. case TK_RUN:
  6578. if (tsce)
  6579. {
  6580. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6581. map_freeblock_unlock();
  6582. return 0;
  6583. }
  6584. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6585. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6586. clif_walkok(sd); // So aegis has to resend the walk ok.
  6587. break;
  6588. case AS_CLOAKING:
  6589. case GC_CLOAKINGEXCEED:
  6590. case LG_FORCEOFVANGUARD:
  6591. case SC_REPRODUCE:
  6592. case SC_INVISIBILITY:
  6593. case RA_CAMOUFLAGE:
  6594. if (tsce) {
  6595. i = status_change_end(bl, type, INVALID_TIMER);
  6596. if( i )
  6597. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6598. else if( sd )
  6599. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6600. map_freeblock_unlock();
  6601. return 0;
  6602. }
  6603. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6604. if( i )
  6605. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6606. else if( sd )
  6607. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6608. break;
  6609. case BD_ADAPTATION:
  6610. if(tsc && tsc->data[SC_DANCING]){
  6611. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6612. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6613. }
  6614. break;
  6615. case BA_FROSTJOKER:
  6616. case DC_SCREAM:
  6617. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6618. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6619. if (md) {
  6620. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6621. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6622. char temp[70];
  6623. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6624. clif_disp_overhead(&md->bl,temp);
  6625. }
  6626. break;
  6627. case BA_PANGVOICE:
  6628. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6629. break;
  6630. case DC_WINKCHARM:
  6631. if( dstsd )
  6632. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6633. else
  6634. if( dstmd )
  6635. {
  6636. if( status_get_lv(src) > status_get_lv(bl)
  6637. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6638. && !status_has_mode(tstatus,MD_STATUS_IMMUNE) )
  6639. 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)));
  6640. else
  6641. {
  6642. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6643. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6644. }
  6645. }
  6646. break;
  6647. case TF_STEAL:
  6648. if(sd) {
  6649. if(pc_steal_item(sd,bl,skill_lv))
  6650. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6651. else
  6652. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6653. }
  6654. break;
  6655. case RG_STEALCOIN:
  6656. if(sd) {
  6657. if(pc_steal_coin(sd,bl))
  6658. {
  6659. dstmd->state.provoke_flag = src->id;
  6660. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6661. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6662. }
  6663. else
  6664. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6665. }
  6666. break;
  6667. case MG_STONECURSE:
  6668. {
  6669. int brate = 0;
  6670. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  6671. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6672. break;
  6673. }
  6674. if(status_isimmune(bl) || !tsc)
  6675. break;
  6676. if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION])
  6677. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6678. if (tsc && tsc->data[type]) {
  6679. status_change_end(bl, type, INVALID_TIMER);
  6680. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6681. break;
  6682. }
  6683. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  6684. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  6685. skill_get_time2(skill_id,skill_lv)))
  6686. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6687. else if(sd) {
  6688. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6689. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6690. if (skill_lv > 5)
  6691. { // not to consume items
  6692. map_freeblock_unlock();
  6693. return 0;
  6694. }
  6695. }
  6696. }
  6697. break;
  6698. case NV_FIRSTAID:
  6699. clif_skill_nodamage(src,bl,skill_id,5,1);
  6700. status_heal(bl,5,0,0);
  6701. break;
  6702. case AL_CURE:
  6703. if(status_isimmune(bl)) {
  6704. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6705. break;
  6706. }
  6707. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6708. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6709. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6710. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  6711. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6712. break;
  6713. case TF_DETOXIFY:
  6714. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6715. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6716. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6717. break;
  6718. case PR_STRECOVERY:
  6719. if(status_isimmune(bl)) {
  6720. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6721. break;
  6722. }
  6723. if (tsc && tsc->opt1) {
  6724. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6725. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6726. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6727. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6728. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6729. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6730. }
  6731. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  6732. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6733. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6734. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6735. if(dstmd)
  6736. mob_unlocktarget(dstmd,tick);
  6737. break;
  6738. // Mercenary Supportive Skills
  6739. case MER_BENEDICTION:
  6740. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6741. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6742. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6743. break;
  6744. case MER_COMPRESS:
  6745. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6746. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6747. break;
  6748. case MER_MENTALCURE:
  6749. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6750. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6751. break;
  6752. case MER_RECUPERATE:
  6753. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6754. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6755. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6756. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6757. break;
  6758. case MER_REGAIN:
  6759. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6760. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6761. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6762. break;
  6763. case MER_TENDER:
  6764. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6765. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6766. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6767. break;
  6768. case MER_SCAPEGOAT:
  6769. if( mer && mer->master )
  6770. {
  6771. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6772. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6773. }
  6774. break;
  6775. case MER_ESTIMATION:
  6776. if( !mer )
  6777. break;
  6778. sd = mer->master;
  6779. case WZ_ESTIMATION:
  6780. if( sd == NULL )
  6781. break;
  6782. if( dstsd )
  6783. { // Fail on Players
  6784. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6785. break;
  6786. }
  6787. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6788. clif_skill_estimation(sd, bl);
  6789. if( skill_id == MER_ESTIMATION )
  6790. sd = NULL;
  6791. break;
  6792. case BS_REPAIRWEAPON:
  6793. if(sd && dstsd)
  6794. clif_item_repair_list(sd,dstsd,skill_lv);
  6795. break;
  6796. case MC_IDENTIFY:
  6797. if(sd) {
  6798. clif_item_identify_list(sd);
  6799. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6800. map_freeblock_unlock();
  6801. return 1;
  6802. }
  6803. else { // consume sp only if succeeded
  6804. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6805. status_zap(src,0,req.sp);
  6806. }
  6807. }
  6808. break;
  6809. // Weapon Refining [Celest]
  6810. case WS_WEAPONREFINE:
  6811. if(sd)
  6812. clif_item_refine_list(sd);
  6813. break;
  6814. case MC_VENDING:
  6815. if(sd)
  6816. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6817. if ( !pc_can_give_items(sd) )
  6818. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6819. else {
  6820. sd->state.prevend = 1;
  6821. sd->state.workinprogress = WIP_DISABLE_ALL;
  6822. sd->vend_skill_lv = skill_lv;
  6823. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  6824. if (i < MAX_CART)
  6825. intif_storage_save(sd, &sd->cart);
  6826. else
  6827. clif_openvendingreq(sd,2+skill_lv);
  6828. }
  6829. }
  6830. break;
  6831. case AL_TELEPORT:
  6832. case ALL_ODINS_RECALL:
  6833. if(sd)
  6834. {
  6835. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6836. clif_skill_teleportmessage(sd,0);
  6837. break;
  6838. }
  6839. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6840. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6841. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6842. break;
  6843. }
  6844. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6845. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6846. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6847. {
  6848. if( skill_lv == 1 )
  6849. pc_randomwarp(sd,CLR_TELEPORT);
  6850. else
  6851. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6852. break;
  6853. }
  6854. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6855. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6856. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6857. else
  6858. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6859. } else
  6860. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6861. break;
  6862. case NPC_EXPULSION:
  6863. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6864. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6865. break;
  6866. case AL_HOLYWATER:
  6867. if(sd) {
  6868. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  6869. struct skill_unit* su;
  6870. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  6871. skill_delunit(su);
  6872. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6873. }
  6874. else
  6875. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6876. }
  6877. break;
  6878. case TF_PICKSTONE:
  6879. if(sd) {
  6880. unsigned char eflag;
  6881. struct item item_tmp;
  6882. struct block_list tbl;
  6883. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6884. memset(&item_tmp,0,sizeof(item_tmp));
  6885. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6886. item_tmp.nameid = ITEMID_STONE;
  6887. item_tmp.identify = 1;
  6888. tbl.id = 0;
  6889. // Commented because of duplicate animation [Lemongrass]
  6890. // At the moment this displays the pickup animation a second time
  6891. // If this is required in older clients, we need to add a version check here
  6892. //clif_takeitem(&sd->bl,&tbl);
  6893. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6894. if(eflag) {
  6895. clif_additem(sd,0,0,eflag);
  6896. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6897. }
  6898. }
  6899. break;
  6900. case ASC_CDP:
  6901. if(sd) {
  6902. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6903. skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a Poison Bottle.
  6904. }
  6905. break;
  6906. case RG_STRIPWEAPON:
  6907. case RG_STRIPSHIELD:
  6908. case RG_STRIPARMOR:
  6909. case RG_STRIPHELM:
  6910. case ST_FULLSTRIP:
  6911. case GC_WEAPONCRUSH:
  6912. case SC_STRIPACCESSARY: {
  6913. unsigned short location = 0;
  6914. int d = 0;
  6915. //Rate in percent
  6916. if ( skill_id == ST_FULLSTRIP ) {
  6917. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6918. } else if( skill_id == SC_STRIPACCESSARY ) {
  6919. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6920. } else {
  6921. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6922. }
  6923. if (i < 5) i = 5; //Minimum rate 5%
  6924. //Duration in ms
  6925. if( skill_id == GC_WEAPONCRUSH){
  6926. d = skill_get_time(skill_id,skill_lv);
  6927. if(bl->type == BL_PC)
  6928. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6929. else
  6930. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6931. }else
  6932. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6933. if (d < 0) d = 0; //Minimum duration 0ms
  6934. switch (skill_id) {
  6935. case RG_STRIPWEAPON:
  6936. case GC_WEAPONCRUSH:
  6937. location = EQP_WEAPON;
  6938. break;
  6939. case RG_STRIPSHIELD:
  6940. location = EQP_SHIELD;
  6941. break;
  6942. case RG_STRIPARMOR:
  6943. location = EQP_ARMOR;
  6944. break;
  6945. case RG_STRIPHELM:
  6946. location = EQP_HELM;
  6947. break;
  6948. case ST_FULLSTRIP:
  6949. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6950. break;
  6951. case SC_STRIPACCESSARY:
  6952. location = EQP_ACC;
  6953. break;
  6954. }
  6955. //Special message when trying to use strip on FCP [Jobbie]
  6956. 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])
  6957. {
  6958. clif_gospel_info(sd, 0x28);
  6959. break;
  6960. }
  6961. //Attempts to strip at rate i and duration d
  6962. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6963. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6964. //Nothing stripped.
  6965. if( sd && !i )
  6966. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6967. break;
  6968. }
  6969. case AM_BERSERKPITCHER:
  6970. case AM_POTIONPITCHER:
  6971. {
  6972. int j,hp = 0,sp = 0;
  6973. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6974. map_freeblock_unlock();
  6975. return 1;
  6976. }
  6977. if( sd ) {
  6978. int x,bonus=100;
  6979. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6980. x = skill_lv%11 - 1;
  6981. j = pc_search_inventory(sd, require.itemid[x]);
  6982. if (j < 0 || require.itemid[x] <= 0) {
  6983. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6984. map_freeblock_unlock();
  6985. return 1;
  6986. }
  6987. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  6988. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6989. map_freeblock_unlock();
  6990. return 1;
  6991. }
  6992. if( skill_id == AM_BERSERKPITCHER ) {
  6993. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6994. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6995. map_freeblock_unlock();
  6996. return 1;
  6997. }
  6998. }
  6999. potion_flag = 1;
  7000. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7001. potion_target = bl->id;
  7002. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7003. potion_flag = potion_target = 0;
  7004. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7005. bonus += sd->status.base_level;
  7006. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7007. hp = tstatus->max_hp * potion_per_hp / 100;
  7008. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7009. if( dstsd ) {
  7010. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7011. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7012. }
  7013. } else {
  7014. if( potion_hp > 0 ) {
  7015. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7016. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7017. if( dstsd )
  7018. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7019. }
  7020. if( potion_sp > 0 ) {
  7021. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7022. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7023. if( dstsd )
  7024. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7025. }
  7026. }
  7027. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  7028. hp += hp * bonus / 100;
  7029. sp += sp * bonus / 100;
  7030. }
  7031. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7032. hp += hp * j / 100;
  7033. sp += sp * j / 100;
  7034. }
  7035. } else {
  7036. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7037. switch (skill_lv) {
  7038. case 1: hp = 45; break;
  7039. case 2: hp = 105; break;
  7040. case 3: hp = 175; break;
  7041. default: hp = 325; break;
  7042. }
  7043. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7044. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7045. if( dstsd )
  7046. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7047. }
  7048. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7049. hp += hp * j / 100;
  7050. sp += sp * j / 100;
  7051. }
  7052. if (tsc && tsc->count) {
  7053. uint8 penalty = 0;
  7054. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7055. hp += hp / 10;
  7056. sp += sp / 10;
  7057. }
  7058. if (tsc->data[SC_CRITICALWOUND])
  7059. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7060. if (tsc->data[SC_DEATHHURT])
  7061. penalty += 20;
  7062. if (tsc->data[SC_NORECOVER_STATE])
  7063. penalty = 100;
  7064. if (penalty > 0) {
  7065. hp -= hp * penalty / 100;
  7066. sp -= sp * penalty / 100;
  7067. }
  7068. }
  7069. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7070. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7071. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7072. if( sp > 0 )
  7073. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7074. if (tsc) {
  7075. #ifdef RENEWAL
  7076. if (tsc->data[SC_EXTREMITYFIST2])
  7077. sp = 0;
  7078. #endif
  7079. if (tsc->data[SC_NORECOVER_STATE]) {
  7080. hp = 0;
  7081. sp = 0;
  7082. }
  7083. }
  7084. status_heal(bl,hp,sp,0);
  7085. }
  7086. break;
  7087. case AM_CP_WEAPON:
  7088. case AM_CP_SHIELD:
  7089. case AM_CP_ARMOR:
  7090. case AM_CP_HELM:
  7091. {
  7092. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7093. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7094. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7095. map_freeblock_unlock(); // Don't consume item requirements
  7096. return 0;
  7097. }
  7098. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7099. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7100. }
  7101. break;
  7102. case AM_TWILIGHT1:
  7103. if (sd) {
  7104. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7105. //Prepare 200 White Potions.
  7106. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7107. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7108. }
  7109. break;
  7110. case AM_TWILIGHT2:
  7111. if (sd) {
  7112. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7113. //Prepare 200 Slim White Potions.
  7114. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7115. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7116. }
  7117. break;
  7118. case AM_TWILIGHT3:
  7119. if (sd) {
  7120. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7121. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7122. if( ebottle >= 0 )
  7123. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7124. //check if you can produce all three, if not, then fail:
  7125. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7126. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7127. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7128. || ebottle < 200 //200 empty bottle are required at total.
  7129. ) {
  7130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7131. break;
  7132. }
  7133. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7134. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7135. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7136. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7137. }
  7138. break;
  7139. case SA_DISPELL:
  7140. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7141. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  7142. break; // Outside PvP it should only affect party members and no skill fail message
  7143. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7144. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7145. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7146. || rnd()%100 >= 50+10*skill_lv)
  7147. {
  7148. if (sd)
  7149. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7150. break;
  7151. }
  7152. if(status_isimmune(bl))
  7153. break;
  7154. //Remove bonus_script by Dispell
  7155. if (dstsd)
  7156. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7157. if(!tsc || !tsc->count)
  7158. break;
  7159. for(i=0;i<SC_MAX;i++) {
  7160. if (!tsc->data[i])
  7161. continue;
  7162. switch (i) {
  7163. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7164. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7165. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7166. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7167. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7168. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7169. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7170. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7171. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7172. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7173. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7174. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7175. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7176. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7177. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7178. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7179. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7180. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7181. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7182. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7183. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7184. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7185. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7186. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7187. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7188. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7189. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7190. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7191. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7192. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7193. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7194. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7195. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7196. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7197. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7198. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7199. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7200. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7201. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7202. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7203. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7204. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7205. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7206. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7207. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7208. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7209. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER:
  7210. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7211. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7212. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7213. case SC_ACTIVE_MONSTER_TRANSFORM:
  7214. #ifdef RENEWAL
  7215. case SC_EXTREMITYFIST2:
  7216. #endif
  7217. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7218. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7219. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7220. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7221. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7222. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT: case SC_REUSE_REFRESH:
  7223. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7224. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7225. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7226. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7227. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7228. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7229. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7230. // Clans
  7231. case SC_CLAN_INFO:
  7232. case SC_SWORDCLAN:
  7233. case SC_ARCWANDCLAN:
  7234. case SC_GOLDENMACECLAN:
  7235. case SC_CROSSBOWCLAN:
  7236. case SC_JUMPINGCLAN:
  7237. continue;
  7238. //bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  7239. case SC_WHISTLE:
  7240. case SC_ASSNCROS:
  7241. case SC_POEMBRAGI:
  7242. case SC_APPLEIDUN:
  7243. case SC_HUMMING:
  7244. case SC_DONTFORGETME:
  7245. case SC_FORTUNE:
  7246. case SC_SERVICE4U:
  7247. if(tsc->data[i]->val4==0)
  7248. continue; //if in song-area don't end it
  7249. break;
  7250. case SC_ASSUMPTIO:
  7251. if( bl->type == BL_MOB )
  7252. continue;
  7253. break;
  7254. }
  7255. 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.
  7256. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7257. }
  7258. break;
  7259. }
  7260. //Affect all targets on splash area.
  7261. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  7262. src, skill_id, skill_lv, tick, flag|1,
  7263. skill_castend_damage_id);
  7264. break;
  7265. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7266. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7267. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),2);
  7268. break;
  7269. case TK_HIGHJUMP:
  7270. {
  7271. int x,y, dir = unit_getdir(src);
  7272. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7273. if( map[src->m].flag.noteleport &&
  7274. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  7275. ) {
  7276. x = src->x;
  7277. y = src->y;
  7278. } else if(dir%2) {
  7279. //Diagonal
  7280. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7281. y = src->y + diry[dir]*(skill_lv*4)/3;
  7282. } else {
  7283. x = src->x + dirx[dir]*skill_lv*2;
  7284. y = src->y + diry[dir]*skill_lv*2;
  7285. }
  7286. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7287. 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))
  7288. clif_blown(src);
  7289. }
  7290. break;
  7291. case SA_CASTCANCEL:
  7292. case SO_SPELLFIST:
  7293. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7294. unit_skillcastcancel(src,1);
  7295. if(sd) {
  7296. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7297. if( skill_id == SO_SPELLFIST ){
  7298. 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));
  7299. sd->skill_id_old = sd->skill_lv_old = 0;
  7300. break;
  7301. }
  7302. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7303. if(sp < 0) sp = 0;
  7304. status_zap(src, 0, sp);
  7305. }
  7306. break;
  7307. case SA_SPELLBREAKER:
  7308. {
  7309. int sp;
  7310. if(tsc && tsc->data[SC_MAGICROD]) {
  7311. sp = skill_get_sp(skill_id,skill_lv);
  7312. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7313. if(sp < 1) sp = 1;
  7314. status_heal(bl,0,sp,2);
  7315. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7316. } else {
  7317. struct unit_data *ud = unit_bl2ud(bl);
  7318. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7319. if (!ud || ud->skilltimer == INVALID_TIMER)
  7320. break; //Nothing to cancel.
  7321. bl_skill_id = ud->skill_id;
  7322. bl_skill_lv = ud->skill_lv;
  7323. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7324. if (rnd()%100 < 90)
  7325. {
  7326. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7327. break;
  7328. }
  7329. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7330. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7331. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7332. unit_skillcastcancel(bl,0);
  7333. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7334. status_zap(bl, hp, sp);
  7335. if (hp && skill_lv >= 5)
  7336. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7337. else
  7338. hp = 0;
  7339. if (sp) //Recover some of the SP used
  7340. sp = sp*(25*(skill_lv-1))/100;
  7341. if(hp || sp)
  7342. status_heal(src, hp, sp, 2);
  7343. }
  7344. }
  7345. break;
  7346. case SA_MAGICROD:
  7347. #ifdef RENEWAL
  7348. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7349. #endif
  7350. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7351. break;
  7352. case SA_AUTOSPELL:
  7353. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7354. if (sd) {
  7355. sd->state.workinprogress = WIP_DISABLE_ALL;
  7356. clif_autospell(sd,skill_lv);
  7357. } else {
  7358. int maxlv=1,spellid=0;
  7359. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7360. if(skill_lv >= 10) {
  7361. spellid = MG_FROSTDIVER;
  7362. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7363. // maxlv = 10;
  7364. // else
  7365. maxlv = skill_lv - 9;
  7366. }
  7367. else if(skill_lv >=8) {
  7368. spellid = MG_FIREBALL;
  7369. maxlv = skill_lv - 7;
  7370. }
  7371. else if(skill_lv >=5) {
  7372. spellid = MG_SOULSTRIKE;
  7373. maxlv = skill_lv - 4;
  7374. }
  7375. else if(skill_lv >=2) {
  7376. int i_rnd = rnd()%3;
  7377. spellid = spellarray[i_rnd];
  7378. maxlv = skill_lv - 1;
  7379. }
  7380. else if(skill_lv > 0) {
  7381. spellid = MG_NAPALMBEAT;
  7382. maxlv = 3;
  7383. }
  7384. if(spellid > 0)
  7385. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7386. skill_get_time(SA_AUTOSPELL,skill_lv));
  7387. }
  7388. break;
  7389. case BS_GREED:
  7390. if(sd){
  7391. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7392. map_foreachinrange(skill_greed,bl,
  7393. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7394. }
  7395. break;
  7396. case SA_ELEMENTWATER:
  7397. case SA_ELEMENTFIRE:
  7398. case SA_ELEMENTGROUND:
  7399. case SA_ELEMENTWIND:
  7400. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
  7401. break;
  7402. case NPC_ATTRICHANGE:
  7403. case NPC_CHANGEWATER:
  7404. case NPC_CHANGEGROUND:
  7405. case NPC_CHANGEFIRE:
  7406. case NPC_CHANGEWIND:
  7407. case NPC_CHANGEPOISON:
  7408. case NPC_CHANGEHOLY:
  7409. case NPC_CHANGEDARKNESS:
  7410. case NPC_CHANGETELEKINESIS:
  7411. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7412. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7413. skill_get_time(skill_id, skill_lv)));
  7414. break;
  7415. case NPC_CHANGEUNDEAD:
  7416. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7417. //TO-DO This is ugly, fix it
  7418. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7419. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7420. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7421. skill_get_time(skill_id, skill_lv)));
  7422. break;
  7423. case NPC_PROVOCATION:
  7424. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7425. if (md) mob_unlocktarget(md, tick);
  7426. break;
  7427. case NPC_KEEPING:
  7428. case NPC_BARRIER:
  7429. {
  7430. int skill_time = skill_get_time(skill_id,skill_lv);
  7431. struct unit_data *ud = unit_bl2ud(bl);
  7432. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7433. sc_start(src,bl,type,100,skill_lv,skill_time))
  7434. && ud) { //Disable attacking/acting/moving for skill's duration.
  7435. ud->attackabletime =
  7436. ud->canact_tick =
  7437. ud->canmove_tick = tick + skill_time;
  7438. }
  7439. }
  7440. break;
  7441. case NPC_REBIRTH:
  7442. if( md && md->state.rebirth )
  7443. break; // only works once
  7444. sc_start(src,bl,type,100,skill_lv,-1);
  7445. break;
  7446. case NPC_DARKBLESSING:
  7447. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7448. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7449. break;
  7450. case NPC_LICK:
  7451. status_zap(bl, 0, 100);
  7452. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7453. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7454. break;
  7455. case NPC_SUICIDE:
  7456. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7457. status_kill(src); //When suiciding, neither exp nor drops is given.
  7458. break;
  7459. case NPC_SUMMONSLAVE:
  7460. case NPC_SUMMONMONSTER:
  7461. if(md && md->skill_idx >= 0)
  7462. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7463. break;
  7464. case NPC_CALLSLAVE:
  7465. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7466. break;
  7467. case NPC_RANDOMMOVE:
  7468. if (md) {
  7469. md->next_walktime = tick - 1;
  7470. mob_randomwalk(md,tick);
  7471. }
  7472. break;
  7473. case NPC_SPEEDUP:
  7474. {
  7475. // or does it increase casting rate? just a guess xD
  7476. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7477. if (i_type > SC_ASPDPOTION3)
  7478. i_type = SC_ASPDPOTION3;
  7479. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7480. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7481. }
  7482. break;
  7483. case NPC_REVENGE:
  7484. // not really needed... but adding here anyway ^^
  7485. if (md && md->master_id > 0) {
  7486. struct block_list *mbl, *tbl;
  7487. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7488. (tbl = battle_gettargeted(mbl)) == NULL)
  7489. break;
  7490. md->state.provoke_flag = tbl->id;
  7491. mob_target(md, tbl, sstatus->rhw.range);
  7492. }
  7493. break;
  7494. case NPC_RUN:
  7495. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7496. mob_unlocktarget(md, tick);
  7497. break;
  7498. case NPC_TRANSFORMATION:
  7499. case NPC_METAMORPHOSIS:
  7500. if(md && md->skill_idx >= 0) {
  7501. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7502. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7503. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7504. if (class_) mob_class_change(md, class_);
  7505. }
  7506. break;
  7507. case NPC_EMOTION_ON:
  7508. case NPC_EMOTION:
  7509. //val[0] is the emotion to use.
  7510. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7511. //val[1] 'sets' the mode
  7512. //val[2] adds to the current mode
  7513. //val[3] removes from the current mode
  7514. //val[4] if set, asks to delete the previous mode change.
  7515. if(md && md->skill_idx >= 0 && tsc)
  7516. {
  7517. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7518. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7519. status_change_end(bl, type, INVALID_TIMER);
  7520. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7521. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7522. mob_unlocktarget(md,tick);
  7523. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7524. sc_start4(src,src, type, 100, skill_lv,
  7525. md->db->skill[md->skill_idx].val[1],
  7526. md->db->skill[md->skill_idx].val[2],
  7527. md->db->skill[md->skill_idx].val[3],
  7528. skill_get_time(skill_id, skill_lv));
  7529. //Reset aggressive state depending on resulting mode
  7530. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  7531. }
  7532. break;
  7533. case NPC_POWERUP:
  7534. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7535. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7536. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7537. break;
  7538. case NPC_AGIUP:
  7539. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7540. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7541. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7542. break;
  7543. case NPC_INVISIBLE:
  7544. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7545. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7546. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7547. break;
  7548. case NPC_SIEGEMODE:
  7549. // not sure what it does
  7550. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7551. break;
  7552. case WE_MALE: {
  7553. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  7554. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  7555. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7556. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7557. }
  7558. }
  7559. break;
  7560. case WE_FEMALE: {
  7561. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  7562. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  7563. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7564. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7565. }
  7566. }
  7567. break;
  7568. // parent-baby skills
  7569. case WE_BABY:
  7570. if(sd){
  7571. struct map_session_data *f_sd = pc_get_father(sd);
  7572. struct map_session_data *m_sd = pc_get_mother(sd);
  7573. if( (!f_sd && !m_sd) // if neither was found
  7574. || (sd->status.party_id != 0 && //not in same party
  7575. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7576. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7577. ))
  7578. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7579. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7580. ) {
  7581. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7582. map_freeblock_unlock();
  7583. return 0;
  7584. }
  7585. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7586. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7587. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7588. }
  7589. break;
  7590. case PF_HPCONVERSION:
  7591. {
  7592. int hp, sp;
  7593. hp = sstatus->max_hp/10;
  7594. sp = hp * 10 * skill_lv / 100;
  7595. if (!status_charge(src,hp,0)) {
  7596. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7597. break;
  7598. }
  7599. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7600. status_heal(bl,0,sp,2);
  7601. }
  7602. break;
  7603. case MA_REMOVETRAP:
  7604. case HT_REMOVETRAP:
  7605. {
  7606. struct skill_unit* su;
  7607. struct skill_unit_group* sg = NULL;
  7608. su = BL_CAST(BL_SKILL, bl);
  7609. // Mercenaries can remove any trap
  7610. // Players can only remove their own traps or traps on Vs maps.
  7611. 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) )
  7612. {
  7613. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7614. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7615. { // prevent picking up expired traps
  7616. if( battle_config.skill_removetrap_type )
  7617. { // get back all items used to deploy the trap
  7618. for( i = 0; i < 10; i++ )
  7619. {
  7620. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7621. {
  7622. int flag2;
  7623. struct item item_tmp;
  7624. memset(&item_tmp,0,sizeof(item_tmp));
  7625. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7626. item_tmp.identify = 1;
  7627. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7628. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7629. clif_additem(sd,0,0,flag2);
  7630. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7631. }
  7632. }
  7633. }
  7634. }
  7635. else
  7636. { // get back 1 trap
  7637. struct item item_tmp;
  7638. memset(&item_tmp,0,sizeof(item_tmp));
  7639. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7640. item_tmp.identify = 1;
  7641. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7642. {
  7643. clif_additem(sd,0,0,flag);
  7644. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7645. }
  7646. }
  7647. }
  7648. skill_delunit(su);
  7649. }else if(sd)
  7650. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7651. }
  7652. break;
  7653. case HT_SPRINGTRAP:
  7654. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7655. {
  7656. struct skill_unit *su=NULL;
  7657. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7658. switch(su->group->unit_id){
  7659. case UNT_ANKLESNARE: // ankle snare
  7660. if (su->group->val2 != 0)
  7661. // if it is already trapping something don't spring it,
  7662. // remove trap should be used instead
  7663. break;
  7664. // otherwise fallthrough to below
  7665. case UNT_BLASTMINE:
  7666. case UNT_SKIDTRAP:
  7667. case UNT_LANDMINE:
  7668. case UNT_SHOCKWAVE:
  7669. case UNT_SANDMAN:
  7670. case UNT_FLASHER:
  7671. case UNT_FREEZINGTRAP:
  7672. case UNT_CLAYMORETRAP:
  7673. case UNT_TALKIEBOX:
  7674. su->group->unit_id = UNT_USED_TRAPS;
  7675. clif_changetraplook(bl, UNT_USED_TRAPS);
  7676. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7677. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7678. }
  7679. }
  7680. }
  7681. break;
  7682. case BD_ENCORE:
  7683. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7684. if(sd)
  7685. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7686. break;
  7687. case AS_SPLASHER:
  7688. if( status_has_mode(tstatus,MD_STATUS_IMMUNE)
  7689. // Renewal dropped the 3/4 hp requirement
  7690. #ifndef RENEWAL
  7691. || tstatus-> hp > tstatus->max_hp*3/4
  7692. #endif
  7693. ) {
  7694. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7695. map_freeblock_unlock();
  7696. return 1;
  7697. }
  7698. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7699. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7700. #ifndef RENEWAL
  7701. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7702. #endif
  7703. break;
  7704. case PF_MINDBREAKER:
  7705. {
  7706. if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  7707. map_freeblock_unlock();
  7708. return 1;
  7709. }
  7710. if (tsce)
  7711. { //HelloKitty2 (?) explained that this silently fails when target is
  7712. //already inflicted. [Skotlex]
  7713. map_freeblock_unlock();
  7714. return 1;
  7715. }
  7716. //Has a 55% + skill_lv*5% success chance.
  7717. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7718. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7719. {
  7720. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7721. map_freeblock_unlock();
  7722. return 0;
  7723. }
  7724. unit_skillcastcancel(bl,0);
  7725. if(tsc && tsc->count){
  7726. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7727. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7728. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7729. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7730. }
  7731. if (dstmd)
  7732. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7733. }
  7734. break;
  7735. case PF_SOULCHANGE:
  7736. {
  7737. unsigned int sp1 = 0, sp2 = 0;
  7738. if (dstmd) {
  7739. if (dstmd->state.soul_change_flag) {
  7740. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7741. break;
  7742. }
  7743. dstmd->state.soul_change_flag = 1;
  7744. sp2 = sstatus->max_sp * 3 /100;
  7745. status_heal(src, 0, sp2, 2);
  7746. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7747. break;
  7748. }
  7749. sp1 = sstatus->sp;
  7750. sp2 = tstatus->sp;
  7751. #ifdef RENEWAL
  7752. sp1 = sp1 / 2;
  7753. sp2 = sp2 / 2;
  7754. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  7755. sp1 = tstatus->sp;
  7756. #endif
  7757. if (tsc && tsc->data[SC_NORECOVER_STATE])
  7758. sp1 = tstatus->sp;
  7759. status_set_sp(src, sp2, 3);
  7760. status_set_sp(bl, sp1, 3);
  7761. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7762. }
  7763. break;
  7764. // Slim Pitcher
  7765. case CR_SLIMPITCHER:
  7766. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7767. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  7768. break;
  7769. if (potion_hp || potion_sp) {
  7770. int hp = potion_hp, sp = potion_sp;
  7771. hp = hp * (100 + (tstatus->vit<<1))/100;
  7772. sp = sp * (100 + (tstatus->int_<<1))/100;
  7773. if (dstsd) {
  7774. if (hp)
  7775. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7776. if (sp)
  7777. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7778. }
  7779. if (tsc && tsc->count) {
  7780. uint8 penalty = 0;
  7781. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7782. hp += hp / 10;
  7783. sp += sp / 10;
  7784. }
  7785. if (tsc->data[SC_CRITICALWOUND])
  7786. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7787. if (tsc->data[SC_DEATHHURT])
  7788. penalty += 20;
  7789. if (tsc->data[SC_NORECOVER_STATE])
  7790. penalty = 100;
  7791. if (penalty > 0) {
  7792. hp -= hp * penalty / 100;
  7793. sp -= sp * penalty / 100;
  7794. }
  7795. }
  7796. if(hp > 0)
  7797. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7798. if(sp > 0)
  7799. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7800. status_heal(bl,hp,sp,0);
  7801. }
  7802. break;
  7803. // Full Chemical Protection
  7804. case CR_FULLPROTECTION:
  7805. {
  7806. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7807. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7808. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7809. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7810. continue;
  7811. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7812. s++;
  7813. }
  7814. if( sd && !s ){
  7815. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7816. map_freeblock_unlock(); // Don't consume item requirements
  7817. return 0;
  7818. }
  7819. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7820. }
  7821. break;
  7822. case RG_CLEANER: //AppleGirl
  7823. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7824. break;
  7825. case CG_LONGINGFREEDOM:
  7826. {
  7827. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7828. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7829. {
  7830. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7831. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7832. }
  7833. }
  7834. break;
  7835. case CG_TAROTCARD:
  7836. {
  7837. int card = -1;
  7838. if (tsc && tsc->data[SC_TAROTCARD]) {
  7839. //Target currently has the SUN tarot card effect and is immune to any other effect
  7840. map_freeblock_unlock();
  7841. return 0;
  7842. }
  7843. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7844. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  7845. if( sd )
  7846. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7847. map_freeblock_unlock();
  7848. return 0;
  7849. }
  7850. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7851. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  7852. clif_specialeffect((card == 6) ? src : bl, 522 + card, AREA);
  7853. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7854. }
  7855. break;
  7856. case SL_ALCHEMIST:
  7857. case SL_ASSASIN:
  7858. case SL_BARDDANCER:
  7859. case SL_BLACKSMITH:
  7860. case SL_CRUSADER:
  7861. case SL_HUNTER:
  7862. case SL_KNIGHT:
  7863. case SL_MONK:
  7864. case SL_PRIEST:
  7865. case SL_ROGUE:
  7866. case SL_SAGE:
  7867. case SL_SOULLINKER:
  7868. case SL_STAR:
  7869. case SL_SUPERNOVICE:
  7870. case SL_WIZARD:
  7871. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7872. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7873. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7874. break;
  7875. }
  7876. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7877. { //Erase death count 1% of the casts
  7878. dstsd->die_counter = 0;
  7879. pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0);
  7880. clif_specialeffect(bl, 0x152, AREA);
  7881. //SC_SPIRIT invokes status_calc_pc for us.
  7882. }
  7883. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7884. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7885. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7886. break;
  7887. case SL_HIGH:
  7888. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7889. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7890. break;
  7891. }
  7892. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7893. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7894. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7895. break;
  7896. case SL_SWOO:
  7897. if (tsce) {
  7898. if(sd)
  7899. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7900. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7901. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7902. break;
  7903. }
  7904. case SL_SKA: // [marquis007]
  7905. case SL_SKE:
  7906. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7907. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7908. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7909. break;
  7910. }
  7911. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7912. if (skill_id == SL_SKE)
  7913. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7914. break;
  7915. // New guild skills [Celest]
  7916. case GD_BATTLEORDER:
  7917. if(flag&1) {
  7918. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7919. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7920. } else if (status_get_guild_id(src)) {
  7921. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7922. map_foreachinrange(skill_area_sub, src,
  7923. skill_get_splash(skill_id, skill_lv), BL_PC,
  7924. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7925. skill_castend_nodamage_id);
  7926. if (sd)
  7927. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7928. }
  7929. break;
  7930. case GD_REGENERATION:
  7931. if(flag&1) {
  7932. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7933. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7934. } else if (status_get_guild_id(src)) {
  7935. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7936. map_foreachinrange(skill_area_sub, src,
  7937. skill_get_splash(skill_id, skill_lv), BL_PC,
  7938. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7939. skill_castend_nodamage_id);
  7940. if (sd)
  7941. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7942. }
  7943. break;
  7944. case GD_RESTORE:
  7945. if(flag&1) {
  7946. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7947. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7948. } else if (status_get_guild_id(src)) {
  7949. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7950. map_foreachinrange(skill_area_sub, src,
  7951. skill_get_splash(skill_id, skill_lv), BL_PC,
  7952. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7953. skill_castend_nodamage_id);
  7954. if (sd)
  7955. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7956. }
  7957. break;
  7958. case GD_EMERGENCYCALL:
  7959. case GD_ITEMEMERGENCYCALL:
  7960. {
  7961. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7962. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7963. uint8 j = 0, calls = 0, called = 0;
  7964. struct guild *g;
  7965. // i don't know if it actually summons in a circle, but oh well. ;P
  7966. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7967. if (!g)
  7968. break;
  7969. if (skill_id == GD_ITEMEMERGENCYCALL)
  7970. switch (skill_lv) {
  7971. case 1: calls = 7; break;
  7972. case 2: calls = 12; break;
  7973. case 3: calls = 20; break;
  7974. default: calls = 0; break;
  7975. }
  7976. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7977. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7978. if (j > 8)
  7979. j = 0;
  7980. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7981. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7982. continue;
  7983. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  7984. continue;
  7985. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7986. dx[j] = dy[j] = 0;
  7987. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7988. called++;
  7989. }
  7990. }
  7991. if (sd)
  7992. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7993. }
  7994. break;
  7995. case SG_FEEL:
  7996. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7997. if (sd) {
  7998. if(!sd->feel_map[skill_lv-1].index)
  7999. clif_feel_req(sd->fd,sd, skill_lv);
  8000. else
  8001. clif_feel_info(sd, skill_lv-1, 1);
  8002. }
  8003. break;
  8004. case SG_HATE:
  8005. if (sd) {
  8006. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8007. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8008. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8009. }
  8010. break;
  8011. case GS_GLITTERING:
  8012. if(sd) {
  8013. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8014. if(rnd()%100 < (20+10*skill_lv))
  8015. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8016. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8017. pc_delspiritball(sd,1,0);
  8018. }
  8019. break;
  8020. case GS_CRACKER:
  8021. /* per official standards, this skill works on players and mobs. */
  8022. if (sd && (dstsd || dstmd))
  8023. {
  8024. i =65 -5*distance_bl(src,bl); //Base rate
  8025. if (i < 30) i = 30;
  8026. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8027. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8028. }
  8029. break;
  8030. case AM_CALLHOMUN: //[orn]
  8031. if (sd && !hom_call(sd))
  8032. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8033. break;
  8034. case AM_REST:
  8035. if (sd) {
  8036. if (hom_vaporize(sd,HOM_ST_REST))
  8037. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8038. else
  8039. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8040. }
  8041. break;
  8042. case HAMI_CASTLE: //[orn]
  8043. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8044. int x = src->x, y = src->y;
  8045. if (hd)
  8046. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8047. // Move source
  8048. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8049. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8050. clif_blown(src);
  8051. // Move target
  8052. if (unit_movepos(bl,x,y,0,0)) {
  8053. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8054. clif_blown(bl);
  8055. }
  8056. map_foreachinrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8057. }
  8058. }
  8059. else if (hd && hd->master) // Failed
  8060. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8061. else if (sd)
  8062. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8063. break;
  8064. case HVAN_CHAOTIC: //[orn]
  8065. {
  8066. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8067. int r = rnd()%100;
  8068. i = (skill_lv-1)%5;
  8069. if(r<per[i][0]) //Self
  8070. bl = src;
  8071. else if(r<per[i][1]) //Master
  8072. bl = battle_get_master(src);
  8073. else //Enemy
  8074. bl = map_id2bl(battle_gettarget(src));
  8075. if (!bl) bl = src;
  8076. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8077. //Eh? why double skill packet?
  8078. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8079. clif_skill_nodamage(src,bl,skill_id,i,1);
  8080. status_heal(bl, i, 0, 0);
  8081. }
  8082. break;
  8083. //Homun single-target support skills [orn]
  8084. case HAMI_BLOODLUST:
  8085. case HFLI_FLEET:
  8086. case HFLI_SPEED:
  8087. case HLIF_CHANGE:
  8088. case MH_ANGRIFFS_MODUS:
  8089. case MH_GOLDENE_FERSE:
  8090. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8091. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8092. if (hd)
  8093. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8094. break;
  8095. case NPC_DRAGONFEAR:
  8096. if (flag&1) {
  8097. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8098. int j;
  8099. j = i = rnd()%ARRAYLENGTH(sc);
  8100. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8101. i++;
  8102. if ( i == ARRAYLENGTH(sc) )
  8103. i = 0;
  8104. if (i == j)
  8105. break;
  8106. }
  8107. break;
  8108. }
  8109. case NPC_WIDEBLEEDING:
  8110. case NPC_WIDECONFUSE:
  8111. case NPC_WIDECURSE:
  8112. case NPC_WIDEFREEZE:
  8113. case NPC_WIDESLEEP:
  8114. case NPC_WIDESILENCE:
  8115. case NPC_WIDESTONE:
  8116. case NPC_WIDESTUN:
  8117. case NPC_SLOWCAST:
  8118. case NPC_WIDEHELLDIGNITY:
  8119. case NPC_WIDEHEALTHFEAR:
  8120. case NPC_WIDEBODYBURNNING:
  8121. case NPC_WIDEFROSTMISTY:
  8122. case NPC_WIDECOLD:
  8123. case NPC_WIDE_DEEP_SLEEP:
  8124. case NPC_WIDESIREN:
  8125. if (flag&1){
  8126. switch ( type ) {
  8127. case SC_BURNING:
  8128. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8129. break;
  8130. case SC_VOICEOFSIREN:
  8131. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8132. break;
  8133. default:
  8134. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8135. }
  8136. }
  8137. else {
  8138. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8139. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8140. map_foreachinrange(skill_area_sub, bl,
  8141. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8142. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8143. skill_castend_nodamage_id);
  8144. }
  8145. break;
  8146. case NPC_WIDESOULDRAIN:
  8147. if (flag&1)
  8148. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8149. else {
  8150. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8151. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8152. map_foreachinrange(skill_area_sub, bl,
  8153. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8154. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8155. skill_castend_nodamage_id);
  8156. }
  8157. break;
  8158. case ALL_PARTYFLEE:
  8159. if( sd && !(flag&1) ) {
  8160. if( !sd->status.party_id ) {
  8161. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8162. break;
  8163. }
  8164. 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);
  8165. } else
  8166. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8167. break;
  8168. case NPC_TALK:
  8169. case ALL_WEWISH:
  8170. case ALL_CATCRY:
  8171. case ALL_DREAM_SUMMERNIGHT:
  8172. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8173. break;
  8174. case ALL_BUYING_STORE:
  8175. if( sd )
  8176. {// players only, skill allows 5 buying slots
  8177. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8178. }
  8179. break;
  8180. case RK_ENCHANTBLADE:
  8181. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8182. 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)));
  8183. break;
  8184. case RK_DRAGONHOWLING:
  8185. if( flag&1)
  8186. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8187. else
  8188. {
  8189. skill_area_temp[2] = 0;
  8190. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8191. map_foreachinrange(skill_area_sub, src,
  8192. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8193. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8194. skill_castend_nodamage_id);
  8195. }
  8196. break;
  8197. case RK_IGNITIONBREAK:
  8198. case LG_EARTHDRIVE:
  8199. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8200. i = skill_get_splash(skill_id,skill_lv);
  8201. if( skill_id == LG_EARTHDRIVE ) {
  8202. int dummy = 1;
  8203. 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);
  8204. }
  8205. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  8206. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8207. break;
  8208. case RK_GIANTGROWTH:
  8209. case RK_STONEHARDSKIN:
  8210. case RK_VITALITYACTIVATION:
  8211. case RK_ABUNDANCE:
  8212. case RK_CRUSHSTRIKE:
  8213. case RK_REFRESH:
  8214. case RK_MILLENNIUMSHIELD:
  8215. if (sd) {
  8216. uint8 rune_level = 1; // RK_GIANTGROWTH
  8217. if (skill_id == RK_VITALITYACTIVATION)
  8218. rune_level = 2;
  8219. else if (skill_id == RK_STONEHARDSKIN)
  8220. rune_level = 4;
  8221. else if (skill_id == RK_ABUNDANCE)
  8222. rune_level = 6;
  8223. else if (skill_id == RK_CRUSHSTRIKE)
  8224. rune_level = 7;
  8225. else if (skill_id == RK_REFRESH)
  8226. rune_level = 8;
  8227. else if (skill_id == RK_MILLENNIUMSHIELD)
  8228. rune_level = 9;
  8229. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8230. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8231. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8232. else if (skill_id == RK_STONEHARDSKIN)
  8233. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8234. } else
  8235. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8236. }
  8237. break;
  8238. case RK_FIGHTINGSPIRIT: {
  8239. // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
  8240. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8241. if( flag&1 ) {
  8242. if( skill_area_temp[1] == bl->id )
  8243. 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]);
  8244. else
  8245. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8246. } else {
  8247. if( sd && sd->status.party_id ) {
  8248. 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);
  8249. skill_area_temp[1] = src->id;
  8250. skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
  8251. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8252. 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);
  8253. }
  8254. else
  8255. 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));
  8256. clif_skill_nodamage(src,bl,skill_id,1,1);
  8257. }
  8258. }
  8259. break;
  8260. case RK_LUXANIMA:
  8261. {
  8262. sc_type runes[] = { SC_MILLENNIUMSHIELD, SC_REFRESH, SC_GIANTGROWTH, SC_STONEHARDSKIN, SC_VITALITYACTIVATION, SC_ABUNDANCE };
  8263. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  8264. if (src->id == bl->id) // Don't give it back to the RK
  8265. break;
  8266. sc_start(src, bl, runes[skill_area_temp[5]], 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8267. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8268. } else if (sd) { // Find which SC is going to be given
  8269. int recent = 0, result = -1;
  8270. for (i = 0; i < ARRAYLENGTH(runes); i++) {
  8271. if (sd->sc.data[runes[i]] && ((sd->sc.data[runes[i]]->timer * (runes[i] == SC_REFRESH? 3 : 1)) > recent || recent == 0)) {
  8272. recent = sd->sc.data[runes[i]]->timer;
  8273. result = i;
  8274. }
  8275. }
  8276. if (result != -1) {
  8277. skill_area_temp[5] = result;
  8278. status_change_end(src, runes[result], INVALID_TIMER);
  8279. 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);
  8280. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  8281. }
  8282. }
  8283. }
  8284. break;
  8285. case GC_ROLLINGCUTTER:
  8286. {
  8287. short count = 1;
  8288. skill_area_temp[2] = 0;
  8289. 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);
  8290. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8291. { // Every time the skill is casted the status change is reseted adding a counter.
  8292. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8293. if( count > 10 )
  8294. count = 10; // Max coounter
  8295. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8296. }
  8297. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8298. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8299. }
  8300. break;
  8301. case GC_WEAPONBLOCKING:
  8302. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8303. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8304. else
  8305. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8306. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8307. break;
  8308. case GC_CREATENEWPOISON:
  8309. if( sd )
  8310. {
  8311. clif_skill_produce_mix_list(sd,skill_id,25);
  8312. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8313. }
  8314. break;
  8315. case GC_POISONINGWEAPON:
  8316. if( sd ) {
  8317. clif_poison_list(sd,skill_lv);
  8318. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8319. }
  8320. break;
  8321. case GC_ANTIDOTE:
  8322. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8323. if( tsc )
  8324. {
  8325. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8326. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8327. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8328. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8329. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8330. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8331. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8332. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8333. }
  8334. break;
  8335. case GC_PHANTOMMENACE:
  8336. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8337. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8338. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8339. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8340. break;
  8341. case GC_HALLUCINATIONWALK:
  8342. {
  8343. int heal = status_get_max_hp(bl) / 10;
  8344. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8345. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8346. break;
  8347. }
  8348. if( !status_charge(bl,heal,0) )
  8349. {
  8350. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8351. break;
  8352. }
  8353. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8354. }
  8355. break;
  8356. case AB_ANCILLA:
  8357. if( sd ) {
  8358. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8359. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8360. }
  8361. break;
  8362. case AB_CLEMENTIA:
  8363. case AB_CANTO:
  8364. {
  8365. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8366. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8367. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8368. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8369. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8370. else if( sd )
  8371. 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);
  8372. }
  8373. break;
  8374. case AB_PRAEFATIO:
  8375. if( !sd || sd->status.party_id == 0 || flag&1 )
  8376. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8377. else if( sd )
  8378. 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);
  8379. break;
  8380. case AB_CHEAL:
  8381. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8382. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8383. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8384. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8385. if( partycount > 1 )
  8386. i += (i / 100) * (partycount * 10) / 4;
  8387. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8388. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8389. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  8390. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8391. i = ~i + 1;
  8392. status_heal(bl, i, 0, 0);
  8393. }
  8394. } else if( sd )
  8395. 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);
  8396. break;
  8397. case AB_ORATIO:
  8398. if( flag&1 )
  8399. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8400. else {
  8401. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8402. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8403. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8404. }
  8405. break;
  8406. case AB_LAUDAAGNUS:
  8407. if( flag&1 || !sd || !sd->status.party_id ) {
  8408. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8409. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8410. // Success Chance: (40 + 10 * Skill Level) %
  8411. if( rnd()%100 > 40+10*skill_lv ) break;
  8412. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8413. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8414. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8415. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8416. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8417. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8418. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8419. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8420. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8421. } else if( sd )
  8422. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8423. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8424. break;
  8425. case AB_LAUDARAMUS:
  8426. if( flag&1 || !sd || !sd->status.party_id ) {
  8427. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8428. // Success Chance: (40 + 10 * Skill Level) %
  8429. if( rnd()%100 > 40+10*skill_lv ) break;
  8430. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8431. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8432. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8433. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8434. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8435. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8436. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8437. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8438. } else if( sd )
  8439. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8440. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8441. break;
  8442. case AB_CLEARANCE:
  8443. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8444. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8445. break;
  8446. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8447. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8448. if (sd)
  8449. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8450. break;
  8451. }
  8452. if(status_isimmune(bl))
  8453. break;
  8454. //Remove bonus_script by Clearance
  8455. if (dstsd)
  8456. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8457. if(!tsc || !tsc->count)
  8458. break;
  8459. for( i = 0; i < SC_MAX; i++ ) {
  8460. if (!tsc->data[i])
  8461. continue;
  8462. switch (i) {
  8463. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8464. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8465. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8466. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8467. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8468. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8469. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8470. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8471. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8472. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8473. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8474. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8475. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8476. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8477. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8478. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8479. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8480. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8481. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8482. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8483. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8484. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8485. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8486. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8487. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8488. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8489. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8490. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8491. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8492. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8493. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8494. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8495. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8496. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8497. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8498. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8499. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8500. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8501. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8502. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8503. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8504. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8505. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8506. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8507. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8508. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  8509. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8510. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8511. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  8512. #ifdef RENEWAL
  8513. case SC_EXTREMITYFIST2:
  8514. #endif
  8515. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8516. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8517. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8518. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8519. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8520. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8521. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8522. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8523. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8524. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8525. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8526. case SC_SPRITEMABLE:
  8527. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  8528. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  8529. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  8530. continue;
  8531. case SC_ASSUMPTIO:
  8532. if( bl->type == BL_MOB )
  8533. continue;
  8534. break;
  8535. }
  8536. 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.
  8537. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8538. }
  8539. break;
  8540. }
  8541. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8542. break;
  8543. case AB_SILENTIUM:
  8544. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8545. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8546. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8547. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8548. break;
  8549. case WL_STASIS:
  8550. if (flag&1)
  8551. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8552. else {
  8553. 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);
  8554. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8555. }
  8556. break;
  8557. case WL_WHITEIMPRISON:
  8558. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  8559. {
  8560. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8561. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8562. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8563. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8564. if( sd )
  8565. skill_blockpc_start(sd,skill_id,4000);
  8566. if( !(tsc && tsc->data[type]) ){
  8567. 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));
  8568. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8569. if( !i )
  8570. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8571. }
  8572. }else
  8573. if( sd )
  8574. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8575. break;
  8576. case WL_FROSTMISTY:
  8577. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8578. 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);
  8579. break;
  8580. case WL_JACKFROST:
  8581. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8582. if (battle_config.skill_wall_check)
  8583. 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);
  8584. else
  8585. 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);
  8586. break;
  8587. case WL_SIENNAEXECRATE:
  8588. if( status_isimmune(bl) || !tsc )
  8589. break;
  8590. if( flag&1 ) {
  8591. if( bl->id == skill_area_temp[1] )
  8592. break; // Already work on this target
  8593. if( tsc && tsc->data[type] )
  8594. status_change_end(bl,type,INVALID_TIMER);
  8595. else
  8596. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8597. } else {
  8598. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8599. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8600. if( rnd()%100 < rate ) { // Success on First Target
  8601. if( !tsc->data[type] )
  8602. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8603. else {
  8604. rate = 1;
  8605. status_change_end(bl,type,INVALID_TIMER);
  8606. }
  8607. if( rate ) {
  8608. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8609. skill_area_temp[1] = bl->id;
  8610. 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);
  8611. }
  8612. // Doesn't send failure packet if it fails on defense.
  8613. }
  8614. else if( sd ) // Failure on Rate
  8615. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8616. }
  8617. break;
  8618. case WL_SUMMONFB:
  8619. case WL_SUMMONBL:
  8620. case WL_SUMMONWB:
  8621. case WL_SUMMONSTONE:
  8622. {
  8623. short element = 0, sctype = 0, pos = -1;
  8624. struct status_change *sc = status_get_sc(src);
  8625. if( !sc )
  8626. break;
  8627. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8628. if( !sctype && !sc->data[i] )
  8629. sctype = i; // Take the free SC
  8630. if( sc->data[i] )
  8631. pos = max(sc->data[i]->val2,pos);
  8632. }
  8633. if( !sctype ) {
  8634. if( sd ) // No free slots to put SC
  8635. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8636. break;
  8637. }
  8638. pos++; // Used in val2 for SC. Indicates the order of this ball
  8639. switch( skill_id ) { // Set val1. The SC element for this ball
  8640. case WL_SUMMONFB: element = WLS_FIRE; break;
  8641. case WL_SUMMONBL: element = WLS_WIND; break;
  8642. case WL_SUMMONWB: element = WLS_WATER; break;
  8643. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8644. }
  8645. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8646. clif_skill_nodamage(src,bl,skill_id,0,0);
  8647. }
  8648. break;
  8649. case WL_READING_SB:
  8650. if( sd ) {
  8651. struct status_change *sc = status_get_sc(bl);
  8652. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8653. if( sc && !sc->data[i] )
  8654. break;
  8655. if( i == SC_MAXSPELLBOOK ) {
  8656. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8657. break;
  8658. }
  8659. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8660. clif_spellbook_list(sd);
  8661. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8662. }
  8663. break;
  8664. case RA_FEARBREEZE:
  8665. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8666. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8667. break;
  8668. case RA_WUGMASTERY:
  8669. if( sd ) {
  8670. if( !pc_iswug(sd) )
  8671. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8672. else
  8673. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8674. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8675. }
  8676. break;
  8677. case RA_WUGRIDER:
  8678. if( sd ) {
  8679. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8680. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8681. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8682. } else if( pc_isridingwug(sd) ) {
  8683. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8684. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8685. }
  8686. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8687. }
  8688. break;
  8689. case RA_WUGDASH:
  8690. if( tsce ) {
  8691. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8692. map_freeblock_unlock();
  8693. return 0;
  8694. }
  8695. if( sd && pc_isridingwug(sd) ) {
  8696. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8697. clif_walkok(sd);
  8698. }
  8699. break;
  8700. case RA_SENSITIVEKEEN:
  8701. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8702. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8703. 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);
  8704. break;
  8705. case NC_F_SIDESLIDE:
  8706. case NC_B_SIDESLIDE:
  8707. {
  8708. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8709. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,2);
  8710. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8711. }
  8712. break;
  8713. case NC_SELFDESTRUCTION:
  8714. if( sd ) {
  8715. if( pc_ismadogear(sd) )
  8716. pc_setmadogear(sd, 0);
  8717. skill_area_temp[1] = 0;
  8718. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8719. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8720. status_set_sp(src, 0, 0);
  8721. skill_clear_unitgroup(src);
  8722. }
  8723. break;
  8724. case NC_ANALYZE:
  8725. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8726. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8727. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8728. if( sd ) pc_overheat(sd,1);
  8729. break;
  8730. case NC_MAGNETICFIELD:
  8731. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8732. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8733. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8734. 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);
  8735. if (sd)
  8736. pc_overheat(sd,1);
  8737. break;
  8738. case NC_REPAIR:
  8739. if( sd ) {
  8740. int heal, hp = 0;
  8741. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8742. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8743. break;
  8744. }
  8745. switch(skill_lv) {
  8746. case 1: hp = 4; break;
  8747. case 2: hp = 7; break;
  8748. case 3: hp = 13; break;
  8749. case 4: hp = 17; break;
  8750. case 5: default: hp = 23; break;
  8751. }
  8752. heal = dstsd->status.max_hp * hp / 100;
  8753. status_heal(bl,heal,0,2);
  8754. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8755. }
  8756. break;
  8757. case NC_DISJOINT:
  8758. {
  8759. if( bl->type != BL_MOB ) break;
  8760. md = map_id2md(bl->id);
  8761. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8762. status_kill(bl);
  8763. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8764. }
  8765. break;
  8766. case SC_AUTOSHADOWSPELL:
  8767. if( sd ) {
  8768. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8769. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8770. {
  8771. 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]
  8772. clif_autoshadowspell_list(sd);
  8773. clif_skill_nodamage(src,bl,skill_id,1,1);
  8774. }
  8775. else
  8776. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8777. }
  8778. break;
  8779. case SC_SHADOWFORM:
  8780. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8781. 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))) )
  8782. dstsd->shadowform_id = src->id;
  8783. }
  8784. else if( sd )
  8785. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8786. break;
  8787. case SC_BODYPAINT:
  8788. if( flag&1 ) {
  8789. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  8790. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  8791. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  8792. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  8793. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  8794. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  8795. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8796. }
  8797. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  8798. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8799. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8800. } else {
  8801. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8802. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8803. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8804. }
  8805. break;
  8806. case SC_ENERVATION:
  8807. case SC_GROOMY:
  8808. case SC_LAZINESS:
  8809. case SC_UNLUCKY:
  8810. case SC_WEAKNESS:
  8811. if( !(tsc && tsc->data[type]) ) {
  8812. int rate;
  8813. if (status_get_class_(bl) == CLASS_BOSS)
  8814. break;
  8815. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8816. - (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));
  8817. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8818. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8819. } else if( sd )
  8820. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8821. break;
  8822. case SC_IGNORANCE:
  8823. if( !(tsc && tsc->data[type]) ) {
  8824. int rate;
  8825. if (status_get_class_(bl) == CLASS_BOSS)
  8826. break;
  8827. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8828. - (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));
  8829. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8830. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8831. int sp = 100 * skill_lv;
  8832. if( dstmd )
  8833. sp = dstmd->level;
  8834. if( !dstmd )
  8835. status_zap(bl, 0, sp);
  8836. status_heal(src, 0, sp / 2, 3);
  8837. } else if( sd )
  8838. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8839. } else if( sd )
  8840. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8841. break;
  8842. case LG_TRAMPLE:
  8843. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8844. if (rnd()%100 < (25 + 25 * skill_lv))
  8845. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8846. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  8847. break;
  8848. case LG_REFLECTDAMAGE:
  8849. if( tsc && tsc->data[type] )
  8850. status_change_end(bl,type,INVALID_TIMER);
  8851. else
  8852. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8853. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8854. break;
  8855. case LG_SHIELDSPELL:
  8856. if (sd) {
  8857. int opt = 0;
  8858. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8859. struct item_data *shield_data = NULL;
  8860. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8861. shield_data = sd->inventory_data[index];
  8862. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8863. shield_def = shield_mdef = shield_refine = 10;
  8864. else {
  8865. shield_def = shield_data->def;
  8866. shield_mdef = sd->bonus.shieldmdef;
  8867. shield_refine = sd->inventory.u.items_inventory[sd->equip_index[EQI_HAND_L]].refine;
  8868. }
  8869. if (flag&1) {
  8870. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8871. break;
  8872. }
  8873. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8874. switch(skill_lv) {
  8875. case 1: { // DEF Based
  8876. int splashrange = 0;
  8877. #ifdef RENEWAL
  8878. if (shield_def >= 0 && shield_def <= 40)
  8879. #else
  8880. if (shield_def >= 0 && shield_def <= 4)
  8881. #endif
  8882. splashrange = 1;
  8883. #ifdef RENEWAL
  8884. else if (shield_def >= 41 && shield_def <= 80)
  8885. #else
  8886. else if (shield_def >= 5 && shield_def <= 9)
  8887. #endif
  8888. splashrange = 2;
  8889. else
  8890. splashrange = 3;
  8891. switch(opt) {
  8892. case 1: // Splash AoE ATK
  8893. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8894. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8895. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8896. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8897. break;
  8898. case 2: // % Damage Reflecting Increase
  8899. #ifdef RENEWAL
  8900. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8901. #else
  8902. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8903. #endif
  8904. break;
  8905. case 3: // Equipment Attack Increase
  8906. #ifdef RENEWAL
  8907. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8908. #else
  8909. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8910. #endif
  8911. break;
  8912. }
  8913. }
  8914. break;
  8915. case 2: { // MDEF Based
  8916. int splashrange = 0;
  8917. if (shield_mdef >= 1 && shield_mdef <= 3)
  8918. splashrange = 1;
  8919. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8920. splashrange = 2;
  8921. else
  8922. splashrange = 3;
  8923. switch(opt) {
  8924. case 1: // Splash AoE MATK
  8925. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8926. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8927. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8928. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8929. break;
  8930. case 2: // Splash AoE Lex Divina
  8931. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8932. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8933. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8934. break;
  8935. case 3: // Casts Magnificat.
  8936. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8937. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8938. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8939. break;
  8940. }
  8941. }
  8942. break;
  8943. case 3: // Refine Based
  8944. switch(opt) {
  8945. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8946. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8947. break;
  8948. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8949. #ifdef RENEWAL
  8950. 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);
  8951. #else
  8952. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8953. #endif
  8954. break;
  8955. case 3: // Recovers HP depending on Shield refine rate.
  8956. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8957. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8958. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8959. break;
  8960. }
  8961. break;
  8962. }
  8963. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8964. }
  8965. break;
  8966. case LG_PIETY:
  8967. if( flag&1 )
  8968. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8969. else {
  8970. skill_area_temp[2] = 0;
  8971. 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);
  8972. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8973. }
  8974. break;
  8975. case LG_INSPIRATION:
  8976. if( sd && !map[sd->bl.m].flag.noexppenalty && battle_config.exp_cost_inspiration )
  8977. pc_lostexp(sd, u32min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
  8978. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8979. break;
  8980. case SR_CURSEDCIRCLE:
  8981. if( flag&1 ) {
  8982. if( status_get_class_(bl) == CLASS_BOSS )
  8983. break;
  8984. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8985. if( bl->type == BL_MOB )
  8986. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8987. clif_bladestop(src, bl->id, 1);
  8988. map_freeblock_unlock();
  8989. return 1;
  8990. }
  8991. } else {
  8992. int count = 0;
  8993. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8994. 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
  8995. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8996. if( sd ) pc_delspiritball(sd, count, 0);
  8997. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8998. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8999. }
  9000. break;
  9001. case SR_RAISINGDRAGON:
  9002. if( sd ) {
  9003. short max = 5 + skill_lv;
  9004. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9005. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9006. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9007. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9008. }
  9009. break;
  9010. case SR_ASSIMILATEPOWER:
  9011. if (flag&1) {
  9012. i = 0;
  9013. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9014. if (dstsd->spiritball > 0) {
  9015. i = dstsd->spiritball;
  9016. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9017. }
  9018. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9019. i += dstsd->spiritcharm;
  9020. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9021. }
  9022. }
  9023. if (i)
  9024. status_percent_heal(src, 0, i);
  9025. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9026. } else {
  9027. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9028. 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);
  9029. }
  9030. break;
  9031. case SR_POWERVELOCITY:
  9032. if( !dstsd )
  9033. break;
  9034. if( sd && dstsd->spiritball <= 5 ) {
  9035. for(i = 0; i <= 5; i++) {
  9036. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9037. pc_delspiritball(sd, sd->spiritball, 0);
  9038. }
  9039. }
  9040. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9041. break;
  9042. case SR_GENTLETOUCH_CURE:
  9043. {
  9044. unsigned int heal;
  9045. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9046. heal = 0;
  9047. else {
  9048. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9049. status_heal(bl, heal, 0, 0);
  9050. }
  9051. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9052. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9053. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9054. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9055. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9056. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9057. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9058. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9059. }
  9060. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9061. }
  9062. break;
  9063. case SR_GENTLETOUCH_ENERGYGAIN:
  9064. case SR_GENTLETOUCH_CHANGE:
  9065. case SR_GENTLETOUCH_REVITALIZE:
  9066. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9067. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9068. break;
  9069. case SR_FLASHCOMBO: {
  9070. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  9071. const int delay[] = { 0, 250, 500, 2000 };
  9072. if (sd) // Disable attacking/acting/moving for skill's duration.
  9073. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3];
  9074. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9075. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9076. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9077. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9078. }
  9079. break;
  9080. case WA_SWING_DANCE:
  9081. case WA_MOONLIT_SERENADE:
  9082. case WA_SYMPHONY_OF_LOVER:
  9083. case MI_RUSH_WINDMILL:
  9084. case MI_ECHOSONG:
  9085. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9086. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9087. 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));
  9088. } else if( sd ) {
  9089. 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);
  9090. 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));
  9091. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9092. }
  9093. break;
  9094. case MI_HARMONIZE:
  9095. if( src != bl )
  9096. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9097. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9098. break;
  9099. case WM_DEADHILLHERE:
  9100. if( bl->type == BL_PC ) {
  9101. if( !status_isdead(bl) )
  9102. break;
  9103. if( rnd()%100 < 88 + 2 * skill_lv ) {
  9104. int heal = tstatus->sp;
  9105. if( heal <= 0 )
  9106. heal = 1;
  9107. tstatus->hp = heal;
  9108. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9110. pc_revive((TBL_PC*)bl,heal,0);
  9111. clif_resurrection(bl,1);
  9112. }
  9113. }
  9114. break;
  9115. case WM_SIRCLEOFNATURE:
  9116. if( flag&1 )
  9117. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9118. else {
  9119. 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);
  9120. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9121. }
  9122. break;
  9123. case WM_VOICEOFSIREN:
  9124. if (flag&1)
  9125. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9126. else {
  9127. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster’s Job Level / 2) %
  9128. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9129. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9130. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9131. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9132. }
  9133. break;
  9134. case WM_GLOOMYDAY:
  9135. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9136. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9137. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9138. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9139. {
  9140. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9141. break;
  9142. }
  9143. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9144. break;
  9145. case WM_SATURDAY_NIGHT_FEVER:
  9146. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  9147. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  9148. break;
  9149. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  9150. } else if( flag&2 ) {
  9151. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  9152. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9153. } else if( sd ) {
  9154. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  9155. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9156. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9157. break;
  9158. }
  9159. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9160. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9161. flag |= 2;
  9162. else
  9163. flag |= 1;
  9164. 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);
  9165. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9166. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9167. if( flag&2 ) // Dealed here to prevent conflicts
  9168. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9169. }
  9170. break;
  9171. case WM_SONG_OF_MANA:
  9172. case WM_DANCE_WITH_WUG:
  9173. case WM_LERADS_DEW:
  9174. case WM_UNLIMITED_HUMMING_VOICE:
  9175. if( flag&1 ) { // These affect to to all party members near the caster.
  9176. struct status_change *sc = status_get_sc(src);
  9177. if( sc && sc->data[type] ) {
  9178. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9179. }
  9180. } else if( sd ) {
  9181. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  9182. 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);
  9183. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9184. }
  9185. break;
  9186. case WM_MELODYOFSINK:
  9187. case WM_BEYOND_OF_WARCRY:
  9188. if( flag&1 ) {
  9189. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9190. } else { // These affect to all targets arround the caster.
  9191. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  9192. 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);
  9193. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9194. }
  9195. }
  9196. break;
  9197. case WM_RANDOMIZESPELL:
  9198. if (!skill_improvise_count) {
  9199. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9200. break;
  9201. }
  9202. else {
  9203. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  9204. do {
  9205. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  9206. improv_skill_id = skill_improvise_db[i].skill_id;
  9207. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  9208. if (!skill_get_index(improv_skill_id)) {
  9209. if (sd)
  9210. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9211. break;
  9212. }
  9213. improv_skill_lv = 4 + skill_lv;
  9214. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9215. if( sd ) {
  9216. sd->state.abra_flag = 2;
  9217. sd->skillitem = improv_skill_id;
  9218. sd->skillitemlv = improv_skill_lv;
  9219. sd->skillitem_keep_requirement = false;
  9220. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9221. } else {
  9222. struct unit_data *ud = unit_bl2ud(src);
  9223. int inf = skill_get_inf(improv_skill_id);
  9224. if (!ud) break;
  9225. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9226. if (src->type == BL_PET)
  9227. bl = (struct block_list*)((TBL_PET*)src)->master;
  9228. if (!bl) bl = src;
  9229. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9230. } else {
  9231. int target_id = 0;
  9232. if (ud->target)
  9233. target_id = ud->target;
  9234. else switch (src->type) {
  9235. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9236. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9237. }
  9238. if (!target_id)
  9239. break;
  9240. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9241. bl = map_id2bl(target_id);
  9242. if (!bl) bl = src;
  9243. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9244. } else
  9245. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9246. }
  9247. }
  9248. }
  9249. break;
  9250. case RETURN_TO_ELDICASTES:
  9251. case ALL_GUARDIAN_RECALL:
  9252. case ECLAGE_RECALL:
  9253. if( sd )
  9254. {
  9255. short x=0, y=0; // Destiny position.
  9256. unsigned short mapindex=0;
  9257. switch(skill_id){
  9258. default:
  9259. case RETURN_TO_ELDICASTES:
  9260. x = 198;
  9261. y = 187;
  9262. mapindex = mapindex_name2id(MAP_DICASTES);
  9263. break;
  9264. case ALL_GUARDIAN_RECALL:
  9265. x = 44;
  9266. y = 151;
  9267. mapindex = mapindex_name2id(MAP_MORA);
  9268. break;
  9269. case ECLAGE_RECALL:
  9270. x = 47;
  9271. y = 31;
  9272. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9273. break;
  9274. }
  9275. if(!mapindex)
  9276. { //Given map not found?
  9277. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9278. map_freeblock_unlock();
  9279. return 0;
  9280. }
  9281. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9282. }
  9283. break;
  9284. case ECL_SNOWFLIP:
  9285. case ECL_PEONYMAMY:
  9286. case ECL_SADAGUI:
  9287. case ECL_SEQUOIADUST:
  9288. switch(skill_id){
  9289. case ECL_SNOWFLIP:
  9290. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9291. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9292. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9293. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9294. break;
  9295. case ECL_PEONYMAMY:
  9296. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9297. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9298. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9299. break;
  9300. case ECL_SADAGUI:
  9301. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9302. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9303. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9304. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9305. break;
  9306. case ECL_SEQUOIADUST:
  9307. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9308. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9309. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9310. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9311. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9312. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9313. break;
  9314. }
  9315. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SKILL);
  9316. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9317. break;
  9318. case GM_SANDMAN:
  9319. if( tsc ) {
  9320. if( tsc->opt1 == OPT1_SLEEP )
  9321. tsc->opt1 = 0;
  9322. else
  9323. tsc->opt1 = OPT1_SLEEP;
  9324. clif_changeoption(bl);
  9325. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9326. }
  9327. break;
  9328. case SO_ARRULLO:
  9329. {
  9330. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  9331. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9332. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9333. }
  9334. break;
  9335. case WM_LULLABY_DEEPSLEEP:
  9336. if (flag&1) {
  9337. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  9338. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  9339. sc_start(src, bl, type, rate, skill_lv, duration);
  9340. } else {
  9341. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9342. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9343. }
  9344. break;
  9345. case SO_SUMMON_AGNI:
  9346. case SO_SUMMON_AQUA:
  9347. case SO_SUMMON_VENTUS:
  9348. case SO_SUMMON_TERA:
  9349. if( sd ) {
  9350. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9351. // Remove previous elemental first.
  9352. if( sd->ed )
  9353. elemental_delete(sd->ed);
  9354. // Summoning the new one.
  9355. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9356. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9357. break;
  9358. }
  9359. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9360. }
  9361. break;
  9362. case SO_EL_CONTROL:
  9363. if( sd ) {
  9364. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9365. if( !sd->ed ) break;
  9366. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9367. elemental_delete(sd->ed);
  9368. break;
  9369. }
  9370. switch( skill_lv ) {// Select mode bassed on skill level used.
  9371. case 2: mode = EL_MODE_ASSIST; break;
  9372. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9373. }
  9374. if( !elemental_change_mode(sd->ed,mode) ) {
  9375. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9376. break;
  9377. }
  9378. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9379. }
  9380. break;
  9381. case SO_EL_ACTION:
  9382. if( sd ) {
  9383. int duration = 3000;
  9384. if( !sd->ed )
  9385. break;
  9386. switch(sd->ed->db->class_) {
  9387. case 2115:case 2124:
  9388. case 2118:case 2121:
  9389. duration = 6000;
  9390. break;
  9391. case 2116:case 2119:
  9392. case 2122:case 2125:
  9393. duration = 9000;
  9394. break;
  9395. }
  9396. sd->skill_id_old = skill_id;
  9397. elemental_action(sd->ed, bl, tick);
  9398. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9399. skill_blockpc_start(sd, skill_id, duration);
  9400. }
  9401. break;
  9402. case SO_EL_CURE:
  9403. if( sd ) {
  9404. struct elemental_data *ed = sd->ed;
  9405. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9406. int e_hp, e_sp;
  9407. if( !ed ) break;
  9408. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9409. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9410. break;
  9411. }
  9412. e_hp = ed->battle_status.max_hp * 10 / 100;
  9413. e_sp = ed->battle_status.max_sp * 10 / 100;
  9414. status_heal(&ed->bl,e_hp,e_sp,3);
  9415. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9416. }
  9417. break;
  9418. case GN_CHANGEMATERIAL:
  9419. case SO_EL_ANALYSIS:
  9420. if( sd ) {
  9421. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9422. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9423. }
  9424. break;
  9425. case GN_BLOOD_SUCKER:
  9426. {
  9427. struct status_change *sc = status_get_sc(src);
  9428. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9429. if( tsc && tsc->data[type] ){
  9430. (sc->bs_counter)--;
  9431. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9432. }
  9433. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9434. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9435. (sc->bs_counter)++;
  9436. } else if( sd ) {
  9437. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9438. break;
  9439. }
  9440. }
  9441. break;
  9442. case GN_MANDRAGORA:
  9443. if( flag&1 ) {
  9444. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9445. if (rate < 10)
  9446. rate = 10;
  9447. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9448. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9449. if (rnd()%100 < rate) {
  9450. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9451. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9452. }
  9453. } else {
  9454. 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);
  9455. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9456. }
  9457. break;
  9458. case GN_SLINGITEM:
  9459. if( sd ) {
  9460. short ammo_id;
  9461. i = sd->equip_index[EQI_AMMO];
  9462. if( i < 0 )
  9463. break; // No ammo.
  9464. ammo_id = sd->inventory_data[i]->nameid;
  9465. if( ammo_id <= 0 )
  9466. break;
  9467. sd->itemid = ammo_id;
  9468. if( itemdb_group_item_exists(IG_BOMB, ammo_id) ) {
  9469. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9470. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9471. 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);
  9472. else
  9473. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9474. } else //Otherwise, it fails, shows animation and removes items.
  9475. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9476. } else if (itemdb_group_item_exists(IG_THROWABLE, ammo_id))
  9477. if (dstsd)
  9478. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  9479. }
  9480. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9482. break;
  9483. case GN_MIX_COOKING:
  9484. case GN_MAKEBOMB:
  9485. case GN_S_PHARMACY:
  9486. if( sd ) {
  9487. int qty = 1;
  9488. sd->skill_id_old = skill_id;
  9489. sd->skill_lv_old = skill_lv;
  9490. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9491. qty = 10;
  9492. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9493. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9494. }
  9495. break;
  9496. case EL_CIRCLE_OF_FIRE:
  9497. case EL_PYROTECHNIC:
  9498. case EL_HEATER:
  9499. case EL_TROPIC:
  9500. case EL_AQUAPLAY:
  9501. case EL_COOLER:
  9502. case EL_CHILLY_AIR:
  9503. case EL_GUST:
  9504. case EL_BLAST:
  9505. case EL_WILD_STORM:
  9506. case EL_PETROLOGY:
  9507. case EL_CURSED_SOIL:
  9508. case EL_UPHEAVAL:
  9509. case EL_FIRE_CLOAK:
  9510. case EL_WATER_DROP:
  9511. case EL_WIND_CURTAIN:
  9512. case EL_SOLID_SKIN:
  9513. case EL_STONE_SHIELD:
  9514. case EL_WIND_STEP: {
  9515. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9516. if( ele ) {
  9517. sc_type type2 = (sc_type)(type-1);
  9518. struct status_change *sc = status_get_sc(&ele->bl);
  9519. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9520. elemental_clean_single_effect(ele, skill_id);
  9521. } else {
  9522. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9523. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9524. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9525. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
  9526. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9527. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9528. }
  9529. }
  9530. }
  9531. break;
  9532. case EL_FIRE_MANTLE:
  9533. case EL_WATER_BARRIER:
  9534. case EL_ZEPHYR:
  9535. case EL_POWER_OF_GAIA:
  9536. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9537. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9538. break;
  9539. case EL_WATER_SCREEN: {
  9540. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9541. if( ele ) {
  9542. struct status_change *sc = status_get_sc(&ele->bl);
  9543. sc_type type2 = (sc_type)(type-1);
  9544. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9545. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9546. elemental_clean_single_effect(ele, skill_id);
  9547. } else {
  9548. // This not heals at the end.
  9549. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9550. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9551. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9552. }
  9553. }
  9554. }
  9555. break;
  9556. case KO_KAHU_ENTEN:
  9557. case KO_HYOUHU_HUBUKI:
  9558. case KO_KAZEHU_SEIRAN:
  9559. case KO_DOHU_KOUKAI:
  9560. if (sd) {
  9561. int ele_type = skill_get_ele(skill_id,skill_lv);
  9562. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9563. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9564. }
  9565. break;
  9566. case KO_ZANZOU:
  9567. if(sd){
  9568. struct mob_data *md2;
  9569. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9570. if( md2 )
  9571. {
  9572. md2->master_id = src->id;
  9573. md2->special_state.ai = AI_ZANZOU;
  9574. if( md2->deletetimer != INVALID_TIMER )
  9575. delete_timer(md2->deletetimer, mob_timer_delete);
  9576. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9577. mob_spawn( md2 );
  9578. pc_setinvincibletimer(sd,500);// unlock target lock
  9579. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9580. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9581. }
  9582. }
  9583. break;
  9584. case KO_KYOUGAKU:
  9585. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9586. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9587. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9588. }else if( sd )
  9589. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9590. break;
  9591. case KO_JYUSATSU:
  9592. if( dstsd && tsc && !tsc->data[type] &&
  9593. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9594. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9595. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  9596. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  9597. if( status_get_lv(bl) <= status_get_lv(src) )
  9598. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9599. }else if( sd )
  9600. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9601. break;
  9602. case KO_GENWAKU:
  9603. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  9604. int x = src->x, y = src->y;
  9605. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9606. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9607. break;
  9608. }
  9609. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  9610. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9611. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9612. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  9613. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9614. clif_blown(src);
  9615. if (!unit_blown_immune(bl, 0x1)) {
  9616. unit_movepos(bl,x,y,0,0);
  9617. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9618. clif_sitting(bl); //Avoid sitting sync problem
  9619. clif_blown(bl);
  9620. }
  9621. }
  9622. }
  9623. break;
  9624. case OB_AKAITSUKI:
  9625. case OB_OBOROGENSOU:
  9626. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9627. || status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters.
  9628. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9629. break;
  9630. }
  9631. case KO_IZAYOI:
  9632. case OB_ZANGETSU:
  9633. case KG_KYOMU:
  9634. case KG_KAGEMUSYA:
  9635. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9636. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9637. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9638. break;
  9639. case KG_KAGEHUMI:
  9640. if( flag&1 ){
  9641. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9642. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9643. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9644. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9645. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9646. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9647. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9648. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9649. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9650. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9651. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9652. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9653. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9654. }
  9655. if( skill_area_temp[2] == 1 ){
  9656. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9657. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9658. }
  9659. }else{
  9660. skill_area_temp[2] = 0;
  9661. if (battle_config.skill_wall_check)
  9662. 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|SD_SPLASH|1, skill_castend_nodamage_id);
  9663. else
  9664. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9665. }
  9666. break;
  9667. case MH_SILENT_BREEZE:
  9668. {
  9669. int heal = 5 * status_get_lv(&hd->bl) +
  9670. #ifdef RENEWAL
  9671. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9672. #else
  9673. status_base_matk_min(&hd->battle_status);
  9674. #endif
  9675. //Silences the homunculus and target
  9676. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9677. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9678. //Recover the target's HP
  9679. status_heal(bl,heal,0,3);
  9680. //Removes these SC from target
  9681. if (tsc) {
  9682. const enum sc_type scs[] = {
  9683. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9684. };
  9685. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9686. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9687. }
  9688. if (hd)
  9689. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9690. }
  9691. break;
  9692. case MH_OVERED_BOOST:
  9693. if (hd) {
  9694. struct block_list *s_bl = battle_get_master(src);
  9695. if(hd->homunculus.hunger>50) //reduce hunger
  9696. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9697. else
  9698. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9699. if(s_bl && s_bl->type==BL_PC) {
  9700. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9701. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9702. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9703. }
  9704. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9705. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9706. }
  9707. break;
  9708. case MH_GRANITIC_ARMOR:
  9709. case MH_PYROCLASTIC:
  9710. if(hd) {
  9711. struct block_list *s_bl = battle_get_master(src);
  9712. 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
  9713. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9714. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9715. }
  9716. break;
  9717. case MH_LIGHT_OF_REGENE: //self
  9718. if(hd) {
  9719. struct block_list *s_bl = battle_get_master(src);
  9720. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9721. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9722. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9723. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9724. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9725. }
  9726. break;
  9727. case MH_STYLE_CHANGE:
  9728. if(hd){
  9729. struct status_change_entry *sce;
  9730. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9731. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9732. else sce->val1 = MH_MD_FIGHTING;
  9733. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9734. char output[128];
  9735. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9736. clif_colormes(hd->master->fd, color_table[COLOR_RED], output);
  9737. }
  9738. }
  9739. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9740. }
  9741. break;
  9742. case MH_MAGMA_FLOW:
  9743. case MH_PAIN_KILLER:
  9744. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9745. if (hd)
  9746. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9747. break;
  9748. case MH_SUMMON_LEGION: {
  9749. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9750. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9751. struct mob_data *sum_md;
  9752. int i_slave,c=0;
  9753. int maxcount = qty[skill_lv-1];
  9754. 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);
  9755. if(c >= maxcount) {
  9756. map_freeblock_unlock();
  9757. return 0; //max qty already spawned
  9758. }
  9759. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9760. 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);
  9761. if (sum_md) {
  9762. sum_md->master_id = src->id;
  9763. sum_md->special_state.ai = AI_LEGION;
  9764. if (sum_md->deletetimer != INVALID_TIMER)
  9765. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9766. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9767. mob_spawn(sum_md); //Now it is ready for spawning.
  9768. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9769. }
  9770. }
  9771. if (hd)
  9772. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9773. }
  9774. break;
  9775. case RL_RICHS_COIN:
  9776. if (sd) {
  9777. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9778. for (i = 0; i < 10; i++)
  9779. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9780. }
  9781. break;
  9782. case RL_C_MARKER:
  9783. if (sd) {
  9784. // If marked by someone else, failed
  9785. if (tsce && tsce->val2 != src->id) {
  9786. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9787. break;
  9788. }
  9789. // Check if marked before
  9790. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9791. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9792. // Find empty slot
  9793. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9794. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9795. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9796. break;
  9797. }
  9798. }
  9799. sd->c_marker[i] = bl->id;
  9800. 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);
  9801. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9802. }
  9803. // If mob casts this, at least SC_C_MARKER as debuff
  9804. else {
  9805. 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);
  9806. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9807. }
  9808. break;
  9809. case RL_D_TAIL:
  9810. if (sd) {
  9811. if (battle_config.skill_wall_check)
  9812. 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);
  9813. else
  9814. 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);
  9815. if (!skill_area_temp[0]) {
  9816. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9817. break;
  9818. }
  9819. }
  9820. if (battle_config.skill_wall_check)
  9821. 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);
  9822. else
  9823. 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);
  9824. skill_area_temp[0] = 0;
  9825. break;
  9826. case RL_QD_SHOT:
  9827. if (sd) {
  9828. skill_area_temp[1] = bl->id;
  9829. // Check surrounding
  9830. if (battle_config.skill_wall_check)
  9831. 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);
  9832. else
  9833. 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);
  9834. if (skill_area_temp[0])
  9835. 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);
  9836. // Main target always receives damage
  9837. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9838. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9839. if (tsc && tsc->data[SC_C_MARKER])
  9840. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9841. }
  9842. else {
  9843. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9844. if (battle_config.skill_wall_check)
  9845. 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);
  9846. else
  9847. 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);
  9848. }
  9849. skill_area_temp[0] = 0;
  9850. skill_area_temp[1] = 0;
  9851. break;
  9852. case RL_FLICKER:
  9853. if (sd) {
  9854. int16 splash = skill_get_splash(skill_id, skill_lv);
  9855. sd->flicker = true;
  9856. skill_area_temp[1] = 0;
  9857. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9858. // Detonate RL_B_TRAP
  9859. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9860. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9861. }
  9862. // Detonate RL_H_MINE
  9863. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9864. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9865. sd->flicker = false;
  9866. }
  9867. break;
  9868. case SO_ELEMENTAL_SHIELD:
  9869. if (!sd || sd->status.party_id == 0 || flag&1) {
  9870. if (sd && sd->status.party_id == 0) {
  9871. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9872. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9873. elemental_delete(sd->ed);
  9874. }
  9875. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9876. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9877. }
  9878. else {
  9879. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9880. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9881. elemental_delete(sd->ed);
  9882. 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);
  9883. }
  9884. break;
  9885. case SU_HIDE:
  9886. if (tsce) {
  9887. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9888. status_change_end(bl, type, INVALID_TIMER);
  9889. map_freeblock_unlock();
  9890. return 0;
  9891. }
  9892. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9893. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9894. break;
  9895. case SU_TUNABELLY:
  9896. {
  9897. unsigned int heal;
  9898. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9899. heal = 0;
  9900. else {
  9901. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  9902. status_heal(bl, heal, 0, 0);
  9903. }
  9904. clif_skill_nodamage(src, bl, skill_id, heal, 1);
  9905. }
  9906. break;
  9907. case SU_BUNCHOFSHRIMP:
  9908. if (sd == NULL || sd->status.party_id == 0 || flag&1)
  9909. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9910. else if (sd)
  9911. 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);
  9912. break;
  9913. default:
  9914. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9915. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9916. map_freeblock_unlock();
  9917. return 1;
  9918. }
  9919. if (skill_id != SR_CURSEDCIRCLE) {
  9920. struct status_change *sc = status_get_sc(src);
  9921. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  9922. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9923. }
  9924. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9925. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9926. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9927. }
  9928. if( sd && !(flag&1) )
  9929. {// ensure that the skill last-cast tick is recorded
  9930. sd->canskill_tick = gettick();
  9931. if( sd->state.arrow_atk )
  9932. {// consume arrow on last invocation to this skill.
  9933. battle_consume_ammo(sd, skill_id, skill_lv);
  9934. }
  9935. skill_onskillusage(sd, bl, skill_id, tick);
  9936. // perform skill requirement consumption
  9937. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9938. }
  9939. map_freeblock_unlock();
  9940. return 0;
  9941. }
  9942. /**
  9943. * Checking that causing skill failed
  9944. * @param src Caster
  9945. * @param target Target
  9946. * @param skill_id
  9947. * @param skill_lv
  9948. * @return -1 success, others are failed @see enum useskill_fail_cause.
  9949. **/
  9950. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  9951. int inf = skill_get_inf(skill_id);
  9952. int inf2 = skill_get_inf2(skill_id);
  9953. struct status_change *tsc = status_get_sc(target);
  9954. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  9955. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  9956. switch (skill_id) {
  9957. case AL_HEAL:
  9958. case AL_INCAGI:
  9959. case AL_DECAGI:
  9960. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  9961. case AB_RENOVATIO:
  9962. case AB_HIGHNESSHEAL:
  9963. if (tsc && tsc->option&OPTION_MADOGEAR)
  9964. return USESKILL_FAIL_TOTARGET;
  9965. break;
  9966. case RG_BACKSTAP:
  9967. {
  9968. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9969. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  9970. return USESKILL_FAIL_MAX;
  9971. }
  9972. break;
  9973. case PR_TURNUNDEAD:
  9974. {
  9975. struct status_data *tstatus = status_get_status_data(target);
  9976. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  9977. return USESKILL_FAIL_MAX;
  9978. }
  9979. break;
  9980. case PR_LEXDIVINA:
  9981. case MER_LEXDIVINA:
  9982. {
  9983. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9984. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  9985. return USESKILL_FAIL_LEVEL;
  9986. else
  9987. return -1; //Works on silenced allies
  9988. }
  9989. break;
  9990. case RA_WUGSTRIKE:
  9991. // Check if path can be reached
  9992. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9993. return USESKILL_FAIL_MAX;
  9994. break;
  9995. case MG_NAPALMBEAT:
  9996. case MG_FIREBALL:
  9997. case HT_BLITZBEAT:
  9998. case AS_GRIMTOOTH:
  9999. case MO_COMBOFINISH:
  10000. case NC_VULCANARM:
  10001. case SR_TIGERCANNON:
  10002. // These can damage traps, but can't target traps directly
  10003. if (target->type == BL_SKILL) {
  10004. TBL_SKILL *su = (TBL_SKILL*)target;
  10005. if (!su || !su->group)
  10006. return USESKILL_FAIL_MAX;
  10007. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  10008. return USESKILL_FAIL_MAX;
  10009. }
  10010. break;
  10011. }
  10012. if (inf&INF_ATTACK_SKILL ||
  10013. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  10014. ) // Casted through combo.
  10015. inf = BCT_ENEMY; //Offensive skill.
  10016. else if (inf2&INF2_NO_ENEMY)
  10017. inf = BCT_NOENEMY;
  10018. else
  10019. inf = 0;
  10020. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  10021. inf |=
  10022. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  10023. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  10024. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10025. inf &= ~BCT_NEUTRAL;
  10026. }
  10027. switch (skill_id) {
  10028. // Cannot be casted to Emperium
  10029. case WZ_ESTIMATION:
  10030. case SL_SKE:
  10031. case SL_SKA:
  10032. case RK_PHANTOMTHRUST:
  10033. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10034. return USESKILL_FAIL_MAX;
  10035. break;
  10036. }
  10037. if (inf && battle_check_target(src, target, inf) <= 0) {
  10038. switch(skill_id) {
  10039. case RK_PHANTOMTHRUST:
  10040. case AB_CLEARANCE:
  10041. return USESKILL_FAIL_TOTARGET;
  10042. default:
  10043. return USESKILL_FAIL_LEVEL;
  10044. }
  10045. }
  10046. // Fogwall makes all offensive-type targetted skills fail at 75%
  10047. // Jump Kick can still fail even though you can jump to friendly targets.
  10048. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10049. return USESKILL_FAIL_LEVEL;
  10050. return -1;
  10051. }
  10052. /**
  10053. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10054. * @param tid
  10055. * @param tick
  10056. * @param data
  10057. **/
  10058. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  10059. {
  10060. struct block_list *target, *src;
  10061. struct map_session_data *sd;
  10062. struct mob_data *md;
  10063. struct unit_data *ud;
  10064. struct status_change *sc = NULL;
  10065. int flag = 0;
  10066. src = map_id2bl(id);
  10067. if( src == NULL )
  10068. {
  10069. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10070. return 0;// not found
  10071. }
  10072. ud = unit_bl2ud(src);
  10073. if( ud == NULL )
  10074. {
  10075. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10076. return 0;// ???
  10077. }
  10078. sd = BL_CAST(BL_PC, src);
  10079. md = BL_CAST(BL_MOB, src);
  10080. if( src->prev == NULL ) {
  10081. ud->skilltimer = INVALID_TIMER;
  10082. return 0;
  10083. }
  10084. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10085. if( ud->skilltimer != tid ) {
  10086. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10087. ud->skilltimer = INVALID_TIMER;
  10088. return 0;
  10089. }
  10090. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10091. {// restore original walk speed
  10092. ud->skilltimer = INVALID_TIMER;
  10093. status_calc_bl(&sd->bl, SCB_SPEED);
  10094. }
  10095. ud->skilltimer = INVALID_TIMER;
  10096. }
  10097. if (ud->skilltarget == id)
  10098. target = src;
  10099. else
  10100. target = map_id2bl(ud->skilltarget);
  10101. // Use a do so that you can break out of it when the skill fails.
  10102. do {
  10103. bool fail = false;
  10104. int8 res = USESKILL_FAIL_LEVEL;
  10105. if (!target || target->prev == NULL)
  10106. break;
  10107. if (src->m != target->m || status_isdead(src))
  10108. break;
  10109. //These should become skill_castend_pos
  10110. switch (ud->skill_id) {
  10111. case WE_CALLPARTNER:
  10112. if (sd)
  10113. clif_callpartner(sd);
  10114. case WE_CALLPARENT:
  10115. if (sd) {
  10116. struct map_session_data *f_sd = pc_get_father(sd);
  10117. struct map_session_data *m_sd = pc_get_mother(sd);
  10118. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10119. fail = true;
  10120. break;
  10121. }
  10122. }
  10123. case WE_CALLBABY:
  10124. if (sd) {
  10125. struct map_session_data *c_sd = pc_get_child(sd);
  10126. if (c_sd && c_sd->state.autotrade) {
  10127. fail = true;
  10128. break;
  10129. }
  10130. }
  10131. case AM_RESURRECTHOMUN:
  10132. case PF_SPIDERWEB:
  10133. {
  10134. //Find a random spot to place the skill. [Skotlex]
  10135. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10136. ud->skillx = target->x + splash;
  10137. ud->skilly = target->y + splash;
  10138. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10139. ud->skillx = target->x;
  10140. ud->skilly = target->y;
  10141. }
  10142. ud->skilltimer = tid;
  10143. return skill_castend_pos(tid,tick,id,data);
  10144. }
  10145. case GN_WALLOFTHORN:
  10146. case SC_ESCAPE:
  10147. case SU_CN_POWDERING:
  10148. case SU_SV_ROOTTWIST:
  10149. ud->skillx = target->x;
  10150. ud->skilly = target->y;
  10151. ud->skilltimer = tid;
  10152. return skill_castend_pos(tid,tick,id,data);
  10153. }
  10154. // Failing
  10155. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10156. if (sd && res != USESKILL_FAIL_MAX)
  10157. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10158. break;
  10159. }
  10160. //Avoid doing double checks for instant-cast skills.
  10161. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10162. break;
  10163. if(md) {
  10164. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10165. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10166. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10167. }
  10168. if (src != target && battle_config.skill_add_range &&
  10169. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10170. {
  10171. if (sd) {
  10172. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10173. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10174. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10175. }
  10176. break;
  10177. }
  10178. #ifdef OFFICIAL_WALKPATH
  10179. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  10180. {
  10181. if (sd) {
  10182. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10183. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10184. }
  10185. break;
  10186. }
  10187. #endif
  10188. if( sd )
  10189. {
  10190. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10191. break;
  10192. else {
  10193. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10194. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(ud->skill_id)&INF3_HIT_EMP))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10195. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10196. break; // Show a skill fail message (Damage type consumes requirements)
  10197. }
  10198. }
  10199. }
  10200. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10201. break;
  10202. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10203. ud->state.running = 0;
  10204. status_change_end(src, SC_RUN, INVALID_TIMER);
  10205. flag = 1;
  10206. }
  10207. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10208. unit_stop_walking(src,1);
  10209. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10210. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10211. if (sd) { //Cooldown application
  10212. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10213. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10214. }
  10215. if( battle_config.display_status_timers && sd )
  10216. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10217. if( sd )
  10218. {
  10219. switch( ud->skill_id )
  10220. {
  10221. case GS_DESPERADO:
  10222. case RL_FIREDANCE:
  10223. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10224. break;
  10225. case CR_GRANDCROSS:
  10226. case NPC_GRANDDARKNESS:
  10227. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  10228. {
  10229. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  10230. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  10231. break;
  10232. }
  10233. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10234. break;
  10235. }
  10236. }
  10237. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10238. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10239. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10240. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10241. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10242. map_freeblock_lock();
  10243. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10244. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10245. else
  10246. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10247. if (ud->skill_id != RA_CAMOUFLAGE)
  10248. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10249. sc = status_get_sc(src);
  10250. if(sc && sc->count) {
  10251. if(sc->data[SC_SPIRIT] &&
  10252. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10253. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10254. ud->skill_id != WZ_WATERBALL)
  10255. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10256. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  10257. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10258. }
  10259. if (sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL) // they just set the data so leave it as it is.[Inkfish]
  10260. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10261. if (ud->skilltimer == INVALID_TIMER) {
  10262. if(md) md->skill_idx = -1;
  10263. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10264. ud->skill_lv = ud->skilltarget = 0;
  10265. }
  10266. map_freeblock_unlock();
  10267. return 1;
  10268. } while(0);
  10269. //Skill failed.
  10270. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10271. { //When Asura fails... (except when it fails from Wall of Fog)
  10272. //Consume SP/spheres
  10273. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10274. status_set_sp(src, 0, 0);
  10275. sc = &sd->sc;
  10276. if (sc->count)
  10277. { //End states
  10278. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10279. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10280. #ifdef RENEWAL
  10281. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10282. #endif
  10283. }
  10284. if( target && target->m == src->m ) { //Move character to target anyway.
  10285. short x, y;
  10286. short dir = map_calc_dir(src,target->x,target->y);
  10287. //Move 3 cells (From Caster)
  10288. if( dir > 0 && dir < 4 )
  10289. x = -3;
  10290. else if( dir > 4 )
  10291. x = 3;
  10292. else
  10293. x = 0;
  10294. if( dir > 2 && dir < 6 )
  10295. y = -3;
  10296. else if( dir == 7 || dir < 2 )
  10297. y = 3;
  10298. else
  10299. y = 0;
  10300. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10301. clif_blown(src);
  10302. clif_spiritball(src);
  10303. }
  10304. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10305. }
  10306. }
  10307. ud->skill_id = ud->skilltarget = 0;
  10308. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10309. ud->canact_tick = tick;
  10310. //You can't place a skill failed packet here because it would be
  10311. //sent in ALL cases, even cases where skill_check_condition fails
  10312. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10313. if(sd)
  10314. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10315. else if(md)
  10316. md->skill_idx = -1;
  10317. return 0;
  10318. }
  10319. /*==========================================
  10320. *
  10321. *------------------------------------------*/
  10322. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  10323. {
  10324. struct block_list* src = map_id2bl(id);
  10325. struct map_session_data *sd;
  10326. struct unit_data *ud = unit_bl2ud(src);
  10327. struct mob_data *md;
  10328. nullpo_ret(ud);
  10329. sd = BL_CAST(BL_PC , src);
  10330. md = BL_CAST(BL_MOB, src);
  10331. if( src->prev == NULL ) {
  10332. ud->skilltimer = INVALID_TIMER;
  10333. return 0;
  10334. }
  10335. if( ud->skilltimer != tid )
  10336. {
  10337. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10338. ud->skilltimer = INVALID_TIMER;
  10339. return 0;
  10340. }
  10341. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10342. {// restore original walk speed
  10343. ud->skilltimer = INVALID_TIMER;
  10344. status_calc_bl(&sd->bl, SCB_SPEED);
  10345. }
  10346. ud->skilltimer = INVALID_TIMER;
  10347. do {
  10348. int maxcount=0;
  10349. if( status_isdead(src) )
  10350. break;
  10351. if( !(src->type&battle_config.skill_reiteration) &&
  10352. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  10353. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  10354. )
  10355. {
  10356. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_DUPLICATE_RANGEIN,0);
  10357. break;
  10358. }
  10359. if( src->type&battle_config.skill_nofootset &&
  10360. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  10361. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  10362. )
  10363. {
  10364. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10365. break;
  10366. }
  10367. if( src->type&battle_config.land_skill_limit &&
  10368. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  10369. ) {
  10370. int i;
  10371. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  10372. if(ud->skillunit[i]->skill_id == ud->skill_id)
  10373. maxcount--;
  10374. }
  10375. if( maxcount == 0 )
  10376. {
  10377. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10378. break;
  10379. }
  10380. }
  10381. if(tid != INVALID_TIMER)
  10382. { //Avoid double checks on instant cast skills. [Skotlex]
  10383. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10384. break;
  10385. if (battle_config.skill_add_range &&
  10386. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  10387. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10388. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10389. break;
  10390. }
  10391. }
  10392. if( sd )
  10393. {
  10394. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10395. break;
  10396. else
  10397. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10398. }
  10399. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10400. break;
  10401. if(md) {
  10402. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10403. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10404. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10405. }
  10406. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10407. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10408. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10409. if (ud->walktimer != INVALID_TIMER)
  10410. unit_stop_walking(src,1);
  10411. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10412. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10413. if (sd) { //Cooldown application
  10414. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10415. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10416. }
  10417. if( battle_config.display_status_timers && sd )
  10418. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10419. // if( sd )
  10420. // {
  10421. // switch( ud->skill_id )
  10422. // {
  10423. // case ????:
  10424. // sd->canequip_tick = tick + ????;
  10425. // break;
  10426. // }
  10427. // }
  10428. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10429. map_freeblock_lock();
  10430. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10431. if (ud->skill_id != RA_CAMOUFLAGE)
  10432. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10433. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10434. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10435. if (ud->skilltimer == INVALID_TIMER) {
  10436. if (md) md->skill_idx = -1;
  10437. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10438. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10439. }
  10440. map_freeblock_unlock();
  10441. return 1;
  10442. } while(0);
  10443. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10444. ud->canact_tick = tick;
  10445. ud->skill_id = ud->skill_lv = 0;
  10446. if(sd)
  10447. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10448. else if(md)
  10449. md->skill_idx = -1;
  10450. return 0;
  10451. }
  10452. /* skill count without self */
  10453. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10454. struct block_list* src = va_arg(ap, struct block_list*);
  10455. if( src->id != bl->id ) {
  10456. return 1;
  10457. }
  10458. return 0;
  10459. }
  10460. /*==========================================
  10461. *
  10462. *------------------------------------------*/
  10463. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10464. {
  10465. struct map_session_data* sd;
  10466. struct status_change* sc;
  10467. struct status_change_entry *sce;
  10468. struct skill_unit_group* sg;
  10469. enum sc_type type;
  10470. int i;
  10471. //if(skill_lv <= 0) return 0;
  10472. if(skill_id > 0 && !skill_lv) return 0; // celest
  10473. nullpo_ret(src);
  10474. if(status_isdead(src))
  10475. return 0;
  10476. sd = BL_CAST(BL_PC, src);
  10477. sc = status_get_sc(src);
  10478. type = status_skill2sc(skill_id);
  10479. sce = (sc && type != -1)?sc->data[type]:NULL;
  10480. switch (skill_id) { //Skill effect.
  10481. case WZ_METEOR:
  10482. case WZ_ICEWALL:
  10483. case MO_BODYRELOCATION:
  10484. case CR_CULTIVATION:
  10485. case HW_GANBANTEIN:
  10486. case LG_EARTHDRIVE:
  10487. case SC_ESCAPE:
  10488. case RL_HAMMER_OF_GOD:
  10489. case SU_CN_METEOR:
  10490. break; //Effect is displayed on respective switch case.
  10491. default:
  10492. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10493. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10494. else
  10495. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10496. }
  10497. switch(skill_id)
  10498. {
  10499. case PR_BENEDICTIO:
  10500. skill_area_temp[1] = src->id;
  10501. i = skill_get_splash(skill_id, skill_lv);
  10502. map_foreachinarea(skill_area_sub,
  10503. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10504. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10505. skill_castend_nodamage_id);
  10506. map_foreachinarea(skill_area_sub,
  10507. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10508. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10509. skill_castend_damage_id);
  10510. break;
  10511. case BS_HAMMERFALL:
  10512. i = skill_get_splash(skill_id, skill_lv);
  10513. map_foreachinarea(skill_area_sub,
  10514. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10515. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10516. skill_castend_nodamage_id);
  10517. break;
  10518. case HT_DETECTING:
  10519. i = skill_get_splash(skill_id, skill_lv);
  10520. map_foreachinarea( status_change_timer_sub,
  10521. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10522. src,NULL,SC_SIGHT,tick);
  10523. skill_reveal_trap_inarea(src, i, x, y);
  10524. break;
  10525. case SR_RIDEINLIGHTNING:
  10526. i = skill_get_splash(skill_id, skill_lv);
  10527. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10528. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10529. break;
  10530. case SA_VOLCANO:
  10531. case SA_DELUGE:
  10532. case SA_VIOLENTGALE:
  10533. { //Does not consumes if the skill is already active. [Skotlex]
  10534. struct skill_unit_group *sg2;
  10535. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10536. {
  10537. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10538. {
  10539. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10540. return 0; // not to consume items
  10541. }
  10542. else
  10543. sg2->limit = 0; //Disable it.
  10544. }
  10545. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10546. break;
  10547. }
  10548. // Skill Unit Setting
  10549. case MG_SAFETYWALL:
  10550. case MG_FIREWALL:
  10551. case MG_THUNDERSTORM:
  10552. case AL_PNEUMA:
  10553. case WZ_FIREPILLAR:
  10554. case WZ_QUAGMIRE:
  10555. case WZ_VERMILION:
  10556. case WZ_STORMGUST:
  10557. case WZ_HEAVENDRIVE:
  10558. case PR_SANCTUARY:
  10559. case PR_MAGNUS:
  10560. case CR_GRANDCROSS:
  10561. case NPC_GRANDDARKNESS:
  10562. case HT_SKIDTRAP:
  10563. case MA_SKIDTRAP:
  10564. case HT_LANDMINE:
  10565. case MA_LANDMINE:
  10566. case HT_ANKLESNARE:
  10567. case HT_SHOCKWAVE:
  10568. case HT_SANDMAN:
  10569. case MA_SANDMAN:
  10570. case HT_FLASHER:
  10571. case HT_FREEZINGTRAP:
  10572. case MA_FREEZINGTRAP:
  10573. case HT_BLASTMINE:
  10574. case HT_CLAYMORETRAP:
  10575. case AS_VENOMDUST:
  10576. case AM_DEMONSTRATION:
  10577. case PF_FOGWALL:
  10578. case PF_SPIDERWEB:
  10579. case HT_TALKIEBOX:
  10580. case WE_CALLPARTNER:
  10581. case WE_CALLPARENT:
  10582. case WE_CALLBABY:
  10583. case SA_LANDPROTECTOR:
  10584. case BD_LULLABY:
  10585. case BD_RICHMANKIM:
  10586. case BD_ETERNALCHAOS:
  10587. case BD_DRUMBATTLEFIELD:
  10588. case BD_RINGNIBELUNGEN:
  10589. case BD_ROKISWEIL:
  10590. case BD_INTOABYSS:
  10591. case BD_SIEGFRIED:
  10592. case BA_DISSONANCE:
  10593. case BA_POEMBRAGI:
  10594. case BA_WHISTLE:
  10595. case BA_ASSASSINCROSS:
  10596. case BA_APPLEIDUN:
  10597. case DC_UGLYDANCE:
  10598. case DC_HUMMING:
  10599. case DC_DONTFORGETME:
  10600. case DC_FORTUNEKISS:
  10601. case DC_SERVICEFORYOU:
  10602. case CG_MOONLIT:
  10603. case GS_DESPERADO:
  10604. case NJ_KAENSIN:
  10605. case NJ_BAKUENRYU:
  10606. case NJ_SUITON:
  10607. case NJ_HYOUSYOURAKU:
  10608. case NJ_RAIGEKISAI:
  10609. case NJ_KAMAITACHI:
  10610. #ifdef RENEWAL
  10611. case NJ_HUUMA:
  10612. #endif
  10613. case NPC_EVILLAND:
  10614. case RA_ELECTRICSHOCKER:
  10615. case RA_CLUSTERBOMB:
  10616. case RA_MAGENTATRAP:
  10617. case RA_COBALTTRAP:
  10618. case RA_MAIZETRAP:
  10619. case RA_VERDURETRAP:
  10620. case RA_FIRINGTRAP:
  10621. case RA_ICEBOUNDTRAP:
  10622. case SC_MANHOLE:
  10623. case SC_DIMENSIONDOOR:
  10624. case SC_CHAOSPANIC:
  10625. case SC_MAELSTROM:
  10626. case SC_BLOODYLUST:
  10627. case WM_REVERBERATION:
  10628. case WM_POEMOFNETHERWORLD:
  10629. case SO_PSYCHIC_WAVE:
  10630. case SO_VACUUM_EXTREME:
  10631. case GN_THORNS_TRAP:
  10632. case GN_DEMONIC_FIRE:
  10633. case GN_HELLS_PLANT:
  10634. case SO_EARTHGRAVE:
  10635. case SO_DIAMONDDUST:
  10636. case SO_FIRE_INSIGNIA:
  10637. case SO_WATER_INSIGNIA:
  10638. case SO_WIND_INSIGNIA:
  10639. case SO_EARTH_INSIGNIA:
  10640. case KO_HUUMARANKA:
  10641. case KO_BAKURETSU:
  10642. case KO_ZENKAI:
  10643. case MH_LAVA_SLIDE:
  10644. case MH_VOLCANIC_ASH:
  10645. case MH_POISON_MIST:
  10646. case MH_STEINWAND:
  10647. case MH_XENO_SLASHER:
  10648. case LG_KINGS_GRACE:
  10649. case RL_B_TRAP:
  10650. case SU_CN_POWDERING:
  10651. case SU_SV_ROOTTWIST:
  10652. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10653. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10654. case GN_WALLOFTHORN:
  10655. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10656. break;
  10657. case WZ_ICEWALL:
  10658. flag|=1;
  10659. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10660. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10661. break;
  10662. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10663. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10664. flag|=1;
  10665. break;
  10666. case HP_BASILICA:
  10667. if( sc->data[SC_BASILICA] ) {
  10668. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10669. return 0;
  10670. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10671. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10672. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10673. return 0;
  10674. }
  10675. skill_clear_unitgroup(src);
  10676. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10677. flag|=1;
  10678. }
  10679. break;
  10680. case CG_HERMODE:
  10681. skill_clear_unitgroup(src);
  10682. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10683. sc_start4(src,src,SC_DANCING,100,
  10684. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10685. flag|=1;
  10686. break;
  10687. case RG_CLEANER: // [Valaris]
  10688. i = skill_get_splash(skill_id, skill_lv);
  10689. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  10690. break;
  10691. case SO_WARMER:
  10692. case SO_CLOUD_KILL:
  10693. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  10694. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10695. break;
  10696. case WZ_METEOR:
  10697. case SU_CN_METEOR: {
  10698. int area = skill_get_splash(skill_id, skill_lv);
  10699. short tmpx = 0, tmpy = 0;
  10700. if (sd && skill_id == SU_CN_METEOR) {
  10701. short item_idx = pc_search_inventory(sd, ITEMID_CATNIP_FRUIT);
  10702. if (item_idx >= 0) {
  10703. pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
  10704. flag |= 1;
  10705. }
  10706. }
  10707. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  10708. // Creates a random Cell in the Splash Area
  10709. tmpx = x - area + rnd()%(area * 2 + 1);
  10710. tmpy = y - area + rnd()%(area * 2 + 1);
  10711. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  10712. }
  10713. }
  10714. break;
  10715. case AL_WARP:
  10716. if(sd)
  10717. {
  10718. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10719. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10720. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10721. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10722. );
  10723. }
  10724. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10725. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10726. return 0; // not to consume item.
  10727. case MO_BODYRELOCATION:
  10728. if (unit_movepos(src, x, y, 2, 1)) {
  10729. #if PACKETVER >= 20111005
  10730. clif_snap(src, src->x, src->y);
  10731. #else
  10732. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10733. #endif
  10734. if (sd)
  10735. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10736. }
  10737. break;
  10738. case NJ_SHADOWJUMP:
  10739. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(3, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10740. clif_blown(src);
  10741. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10742. break;
  10743. case AM_SPHEREMINE:
  10744. case AM_CANNIBALIZE:
  10745. {
  10746. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10747. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10748. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10749. struct mob_data *md;
  10750. // Correct info, don't change any of this! [celest]
  10751. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10752. if (md) {
  10753. md->master_id = src->id;
  10754. md->special_state.ai = (enum mob_ai)ai;
  10755. if( md->deletetimer != INVALID_TIMER )
  10756. delete_timer(md->deletetimer, mob_timer_delete);
  10757. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10758. mob_spawn (md); //Now it is ready for spawning.
  10759. }
  10760. }
  10761. break;
  10762. // Slim Pitcher [Celest]
  10763. case CR_SLIMPITCHER:
  10764. if (sd) {
  10765. int i_lv = 0, j = 0;
  10766. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10767. i_lv = skill_lv%11 - 1;
  10768. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10769. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  10770. {
  10771. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10772. return 1;
  10773. }
  10774. potion_flag = 1;
  10775. potion_hp = 0;
  10776. potion_sp = 0;
  10777. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10778. potion_flag = 0;
  10779. //Apply skill bonuses
  10780. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10781. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10782. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10783. + pc_skillheal_bonus(sd, skill_id);
  10784. potion_hp = potion_hp * (100+i_lv)/100;
  10785. potion_sp = potion_sp * (100+i_lv)/100;
  10786. if(potion_hp > 0 || potion_sp > 0) {
  10787. i_lv = skill_get_splash(skill_id, skill_lv);
  10788. map_foreachinarea(skill_area_sub,
  10789. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10790. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10791. skill_castend_nodamage_id);
  10792. }
  10793. } else {
  10794. int id = skill_get_itemid(skill_id, skill_lv);
  10795. struct item_data *item;
  10796. item = itemdb_search(id);
  10797. potion_flag = 1;
  10798. potion_hp = 0;
  10799. potion_sp = 0;
  10800. run_script(item->script,0,src->id,0);
  10801. potion_flag = 0;
  10802. id = skill_get_max(CR_SLIMPITCHER)*10;
  10803. potion_hp = potion_hp * (100+id)/100;
  10804. potion_sp = potion_sp * (100+id)/100;
  10805. if(potion_hp > 0 || potion_sp > 0) {
  10806. id = skill_get_splash(skill_id, skill_lv);
  10807. map_foreachinarea(skill_area_sub,
  10808. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10809. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10810. skill_castend_nodamage_id);
  10811. }
  10812. }
  10813. break;
  10814. case HW_GANBANTEIN:
  10815. if (rnd()%100 < 80) {
  10816. int dummy = 1;
  10817. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10818. i = skill_get_splash(skill_id, skill_lv);
  10819. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10820. } else {
  10821. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10822. return 1;
  10823. }
  10824. break;
  10825. case HW_GRAVITATION:
  10826. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10827. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10828. flag|=1;
  10829. break;
  10830. // Plant Cultivation [Celest]
  10831. case CR_CULTIVATION:
  10832. if (sd) {
  10833. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10834. {
  10835. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10836. return 1;
  10837. }
  10838. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10839. if (rnd()%100 < 50) {
  10840. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10841. } else {
  10842. 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);
  10843. int t;
  10844. if (!md) break;
  10845. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10846. {
  10847. if( md->deletetimer != INVALID_TIMER )
  10848. delete_timer(md->deletetimer, mob_timer_delete);
  10849. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10850. }
  10851. mob_spawn (md);
  10852. }
  10853. }
  10854. break;
  10855. case SG_SUN_WARM:
  10856. case SG_MOON_WARM:
  10857. case SG_STAR_WARM:
  10858. skill_clear_unitgroup(src);
  10859. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10860. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10861. flag|=1;
  10862. break;
  10863. case PA_GOSPEL:
  10864. if (sce && sce->val4 == BCT_SELF)
  10865. {
  10866. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10867. return 0;
  10868. }
  10869. else
  10870. {
  10871. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10872. if (!sg) break;
  10873. if (sce)
  10874. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10875. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10876. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10877. }
  10878. break;
  10879. case NJ_TATAMIGAESHI:
  10880. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10881. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10882. break;
  10883. case AM_RESURRECTHOMUN: //[orn]
  10884. if (sd)
  10885. {
  10886. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10887. {
  10888. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10889. break;
  10890. }
  10891. }
  10892. break;
  10893. case RK_WINDCUTTER:
  10894. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  10895. case AC_SHOWER:
  10896. if (skill_id == AC_SHOWER)
  10897. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  10898. case MA_SHOWER:
  10899. case NC_COLDSLOWER:
  10900. case RK_DRAGONBREATH:
  10901. case RK_DRAGONBREATH_WATER:
  10902. // Cast center might be relevant later (e.g. for knockback direction)
  10903. skill_area_temp[4] = x;
  10904. skill_area_temp[5] = y;
  10905. i = skill_get_splash(skill_id,skill_lv);
  10906. if (battle_config.skill_wall_check)
  10907. map_foreachinshootarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10908. else
  10909. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10910. break;
  10911. case SO_ARRULLO:
  10912. i = skill_get_splash(skill_id,skill_lv);
  10913. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10914. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10915. break;
  10916. case GC_POISONSMOKE:
  10917. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10918. if( sd )
  10919. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10920. return 0;
  10921. }
  10922. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  10923. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10924. break;
  10925. case AB_EPICLESIS:
  10926. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10927. i = skill_get_splash(skill_id, skill_lv);
  10928. 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);
  10929. }
  10930. break;
  10931. case WL_COMET:
  10932. if( sc ) {
  10933. sc->comet_x = x;
  10934. sc->comet_y = y;
  10935. }
  10936. i = skill_get_splash(skill_id,skill_lv);
  10937. 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);
  10938. break;
  10939. case WL_EARTHSTRAIN:
  10940. {
  10941. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10942. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10943. for( w = 1; w <= wave; w++ )
  10944. {
  10945. switch( dir ){
  10946. case 0: case 1: case 7: sy = y + w; break;
  10947. case 3: case 4: case 5: sy = y - w; break;
  10948. case 2: sx = x - w; break;
  10949. case 6: sx = x + w; break;
  10950. }
  10951. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10952. }
  10953. }
  10954. break;
  10955. case RA_DETONATOR:
  10956. i = skill_get_splash(skill_id, skill_lv);
  10957. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10958. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  10959. break;
  10960. case NC_NEUTRALBARRIER:
  10961. case NC_STEALTHFIELD:
  10962. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10963. skill_clear_unitgroup(src);
  10964. return 0;
  10965. }
  10966. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10967. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10968. 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));
  10969. if( sd ) pc_overheat(sd,1);
  10970. }
  10971. break;
  10972. case NC_SILVERSNIPER:
  10973. {
  10974. struct mob_data *md;
  10975. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10976. if( md ) {
  10977. md->master_id = src->id;
  10978. md->special_state.ai = AI_FAW;
  10979. if( md->deletetimer != INVALID_TIMER )
  10980. delete_timer(md->deletetimer, mob_timer_delete);
  10981. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10982. mob_spawn(md);
  10983. }
  10984. }
  10985. break;
  10986. case NC_MAGICDECOY:
  10987. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10988. break;
  10989. case SC_FEINTBOMB:
  10990. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10991. skill_blown(src,src,skill_get_blewcount(skill_id, skill_lv),unit_getdir(src),0);
  10992. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10993. break;
  10994. case SC_ESCAPE:
  10995. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  10996. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), 0);
  10997. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10998. flag |= 1;
  10999. break;
  11000. case LG_OVERBRAND: {
  11001. int dir = map_calc_dir(src,x,y);
  11002. int sx = src->x, sy = src->y;
  11003. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  11004. for( i = 0; i < layout->count; i++ )
  11005. 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);
  11006. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  11007. }
  11008. break;
  11009. case LG_BANDING:
  11010. if( sc && sc->data[SC_BANDING] )
  11011. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11012. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11013. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11014. if( sd ) pc_banding(sd,skill_lv);
  11015. }
  11016. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11017. break;
  11018. case LG_RAYOFGENESIS:
  11019. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  11020. i = skill_get_splash(skill_id,skill_lv);
  11021. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,
  11022. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11023. } else if( sd )
  11024. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11025. break;
  11026. case WM_DOMINION_IMPULSE:
  11027. i = skill_get_splash(skill_id, skill_lv);
  11028. map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11029. break;
  11030. case WM_GREAT_ECHO:
  11031. case WM_SOUND_OF_DESTRUCTION:
  11032. i = skill_get_splash(skill_id,skill_lv);
  11033. 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);
  11034. break;
  11035. case WM_SEVERE_RAINSTORM:
  11036. flag |= 1;
  11037. if (sd)
  11038. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11039. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11040. break;
  11041. case GN_CRAZYWEED: {
  11042. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11043. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11044. int x1 = x - area + rnd()%(area * 2 + 1);
  11045. int y1 = y - area + rnd()%(area * 2 + 1);
  11046. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11047. }
  11048. }
  11049. break;
  11050. case GN_FIRE_EXPANSION: {
  11051. int i_su;
  11052. struct unit_data *ud = unit_bl2ud(src);
  11053. if( !ud ) break;
  11054. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  11055. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  11056. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  11057. switch( skill_lv ) {
  11058. case 1:
  11059. ud->skillunit[i_su]->unit->val2 = skill_lv;
  11060. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  11061. break;
  11062. case 2:
  11063. map_foreachinarea(skill_area_sub,src->m,
  11064. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  11065. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  11066. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11067. skill_delunit(ud->skillunit[i_su]->unit);
  11068. break;
  11069. case 3:
  11070. skill_delunit(ud->skillunit[i_su]->unit);
  11071. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11072. flag |= 1;
  11073. break;
  11074. case 4:
  11075. skill_delunit(ud->skillunit[i_su]->unit);
  11076. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11077. flag |= 1;
  11078. break;
  11079. case 5: {
  11080. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11081. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  11082. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11083. map_foreachinarea(skill_area_sub, src->m,
  11084. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  11085. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  11086. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11087. skill_delunit(ud->skillunit[i_su]->unit);
  11088. }
  11089. break;
  11090. }
  11091. }
  11092. }
  11093. }
  11094. break;
  11095. case SO_FIREWALK:
  11096. case SO_ELECTRICWALK:
  11097. if( sc && sc->data[type] )
  11098. status_change_end(src,type,INVALID_TIMER);
  11099. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11100. break;
  11101. case KO_MAKIBISHI:
  11102. for( i = 0; i < (skill_lv+2); i++ ) {
  11103. x = src->x - 1 + rnd()%3;
  11104. y = src->y - 1 + rnd()%3;
  11105. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11106. }
  11107. break;
  11108. case KO_MUCHANAGE: {
  11109. struct status_data *sstatus;
  11110. int rate = 0;
  11111. sstatus = status_get_status_data(src);
  11112. i = skill_get_splash(skill_id,skill_lv);
  11113. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11114. if( rate < 0 )
  11115. rate = 0;
  11116. 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);
  11117. if( rnd()%100 < rate )
  11118. 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);
  11119. }
  11120. break;
  11121. case RL_FALLEN_ANGEL:
  11122. if (unit_movepos(src,x,y,1,1)) {
  11123. uint8 skill_use_lv = sd ? pc_checkskill(sd,GS_DESPERADO) : 5;
  11124. if (!skill_use_lv) {
  11125. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  11126. break;
  11127. }
  11128. clif_fixpos(src);
  11129. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11130. skill_addtimerskill(src, tick+500, 0, x, y, RL_FALLEN_ANGEL, skill_use_lv, BF_WEAPON, flag|SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  11131. }
  11132. else {
  11133. if (sd)
  11134. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11135. }
  11136. break;
  11137. case RL_HAMMER_OF_GOD:
  11138. {
  11139. i = skill_get_splash(skill_id, skill_lv);
  11140. if (sd) {
  11141. 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);
  11142. if (!skill_area_temp[0]) {
  11143. // This skill doesn't have area effect, apply self? :P
  11144. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  11145. clif_skill_nodamage(src, src, skill_id, 0, 1);
  11146. break;
  11147. }
  11148. }
  11149. 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);
  11150. skill_area_temp[0] = 0;
  11151. break;
  11152. }
  11153. break;
  11154. case RL_FIRE_RAIN: {
  11155. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11156. int sx = x = src->x, sy = y = src->y;
  11157. for (w = 1; w <= wave; w++) {
  11158. switch (dir) {
  11159. case 0: sy = y + w; break;
  11160. case 1: sy = y + w; sx = x - w; break;
  11161. case 2: sx = x - w; break;
  11162. case 3: sx = x - w; sy = y - w; break;
  11163. case 4: sy = y - w; break;
  11164. case 5: sx = x + w; sy = y - w; break;
  11165. case 6: sx = x + w; break;
  11166. case 7: sy = y + w; sx = x + w; break;
  11167. }
  11168. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11169. }
  11170. }
  11171. break;
  11172. case NC_MAGMA_ERUPTION:
  11173. // 1st, AoE 'slam' damage
  11174. i = skill_get_splash(skill_id, skill_lv);
  11175. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11176. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11177. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  11178. // 2nd, AoE 'eruption' unit
  11179. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  11180. }
  11181. break;
  11182. case SU_LOPE:
  11183. if (map[src->m].flag.noteleport && !(map[src->m].flag.battleground || map_flag_gvg2(src->m))) {
  11184. x = src->x;
  11185. y = src->y;
  11186. }
  11187. clif_skill_nodamage(src, src, SU_LOPE, skill_lv, 1);
  11188. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && path_search(NULL, src->m, src->x, src->y, x, y, 1, CELL_CHKNOREACH)) {
  11189. clif_slide(src, x, y);
  11190. unit_movepos(src, x, y, 1, 0);
  11191. }
  11192. break;
  11193. default:
  11194. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11195. return 1;
  11196. }
  11197. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11198. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11199. if( sd )
  11200. {// ensure that the skill last-cast tick is recorded
  11201. sd->canskill_tick = gettick();
  11202. if( sd->state.arrow_atk && !(flag&1) )
  11203. {// consume arrow if this is a ground skill
  11204. battle_consume_ammo(sd, skill_id, skill_lv);
  11205. }
  11206. skill_onskillusage(sd, NULL, skill_id, tick);
  11207. // perform skill requirement consumption
  11208. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11209. }
  11210. return 0;
  11211. }
  11212. /*==========================================
  11213. *
  11214. *------------------------------------------*/
  11215. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11216. {
  11217. nullpo_ret(sd);
  11218. //Simplify skill_failed code.
  11219. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11220. if(skill_id != sd->menuskill_id)
  11221. return 0;
  11222. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11223. skill_failed(sd);
  11224. return 0;
  11225. }
  11226. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11227. skill_failed(sd);
  11228. return 0;
  11229. }
  11230. pc_stop_attack(sd);
  11231. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11232. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11233. if(strcmp(mapname,"cancel")==0) {
  11234. skill_failed(sd);
  11235. return 0;
  11236. }
  11237. switch(skill_id)
  11238. {
  11239. case AL_TELEPORT:
  11240. case ALL_ODINS_RECALL:
  11241. //The storage window is closed automatically by the client when there's
  11242. //any kind of map change, so we need to restore it automatically
  11243. //bugreport:8027
  11244. if(strcmp(mapname,"Random") == 0)
  11245. pc_randomwarp(sd,CLR_TELEPORT);
  11246. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11247. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11248. clif_refresh_storagewindow(sd);
  11249. break;
  11250. case AL_WARP:
  11251. {
  11252. const struct point *p[4];
  11253. struct skill_unit_group *group;
  11254. int i, lv, wx, wy;
  11255. int maxcount=0;
  11256. int x,y;
  11257. unsigned short mapindex;
  11258. mapindex = mapindex_name2id((char*)mapname);
  11259. if(!mapindex) { //Given map not found?
  11260. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11261. skill_failed(sd);
  11262. return 0;
  11263. }
  11264. p[0] = &sd->status.save_point;
  11265. p[1] = &sd->status.memo_point[0];
  11266. p[2] = &sd->status.memo_point[1];
  11267. p[3] = &sd->status.memo_point[2];
  11268. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11269. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11270. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11271. maxcount--;
  11272. }
  11273. if(!maxcount) {
  11274. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11275. skill_failed(sd);
  11276. return 0;
  11277. }
  11278. }
  11279. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11280. wx = sd->menuskill_val>>16;
  11281. wy = sd->menuskill_val&0xffff;
  11282. if( lv <= 0 ) return 0;
  11283. if( lv > 4 ) lv = 4; // crash prevention
  11284. // check if the chosen map exists in the memo list
  11285. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11286. if( i < lv ) {
  11287. x=p[i]->x;
  11288. y=p[i]->y;
  11289. } else {
  11290. skill_failed(sd);
  11291. return 0;
  11292. }
  11293. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11294. { // This checks versus skill_id/skill_lv...
  11295. skill_failed(sd);
  11296. return 0;
  11297. }
  11298. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11299. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11300. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11301. skill_failed(sd);
  11302. return 0;
  11303. }
  11304. group->val1 = (group->val1<<16)|(short)0;
  11305. // record the destination coordinates
  11306. group->val2 = (x<<16)|y;
  11307. group->val3 = mapindex;
  11308. }
  11309. break;
  11310. }
  11311. sd->menuskill_id = sd->menuskill_val = 0;
  11312. return 0;
  11313. #undef skill_failed
  11314. }
  11315. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11316. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11317. {
  11318. struct skill_unit* target = (struct skill_unit*)bl;
  11319. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11320. int flag = va_arg(ap, int);
  11321. if (src == target)
  11322. return 0;
  11323. if (!target->group || !(target->group->state.song_dance&0x1))
  11324. return 0;
  11325. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  11326. return 0;
  11327. if (flag) //Set dissonance
  11328. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  11329. else //Remove dissonance
  11330. target->val2 &= ~UF_ENSEMBLE;
  11331. skill_getareachar_skillunit_visibilty(target, AREA);
  11332. return 1;
  11333. }
  11334. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11335. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11336. //When 1, this unit has been positioned, so start the cancel effect.
  11337. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11338. {
  11339. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11340. return 0;
  11341. if (!flag && !(unit->val2&UF_ENSEMBLE))
  11342. return 0; //Nothing to remove, this unit is not overlapped.
  11343. if (unit->val1 != unit->group->skill_id)
  11344. { //Reset state
  11345. unit->val1 = unit->group->skill_id;
  11346. unit->val2 &= ~UF_ENSEMBLE;
  11347. }
  11348. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11349. }
  11350. /**
  11351. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11352. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11353. * @param flag 0 Convert
  11354. * @param flag 1 Revert
  11355. * @return true success
  11356. * @TODO: This should be completely removed later and rewritten
  11357. * The entire execution of the overlapping songs instances is dirty and hacked together
  11358. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11359. */
  11360. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11361. {
  11362. static int prevflag = 1; // by default the backup is empty
  11363. static struct skill_unit_group backup;
  11364. struct skill_unit_group* group;
  11365. if( unit == NULL || (group = unit->group) == NULL )
  11366. return false;
  11367. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  11368. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  11369. return false;
  11370. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11371. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11372. flag ? "read an empty backup" : "write to a full backup",
  11373. group->skill_id, group->skill_lv, group->src_id);
  11374. return false;
  11375. }
  11376. prevflag = flag;
  11377. if (!flag) { //Transform
  11378. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  11379. // backup
  11380. backup.skill_id = group->skill_id;
  11381. backup.skill_lv = group->skill_lv;
  11382. backup.unit_id = group->unit_id;
  11383. backup.target_flag = group->target_flag;
  11384. backup.bl_flag = group->bl_flag;
  11385. backup.interval = group->interval;
  11386. // replace
  11387. group->skill_id = skill_id;
  11388. group->skill_lv = 1;
  11389. group->unit_id = skill_get_unit_id(skill_id,0);
  11390. group->target_flag = skill_get_unit_target(skill_id);
  11391. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11392. group->interval = skill_get_unit_interval(skill_id);
  11393. } else { //Restore
  11394. group->skill_id = backup.skill_id;
  11395. group->skill_lv = backup.skill_lv;
  11396. group->unit_id = backup.unit_id;
  11397. group->target_flag = backup.target_flag;
  11398. group->bl_flag = backup.bl_flag;
  11399. group->interval = backup.interval;
  11400. }
  11401. return true;
  11402. }
  11403. /**
  11404. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11405. * @param src Object that triggers the skill
  11406. * @param skill_id Skill ID
  11407. * @param skill_lv Skill level of used skill
  11408. * @param x Position x
  11409. * @param y Position y
  11410. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11411. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  11412. * @return skill_unit_group
  11413. */
  11414. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11415. {
  11416. struct skill_unit_group *group;
  11417. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11418. int link_group_id = 0;
  11419. int target, interval, range, unit_flag, req_item = 0;
  11420. struct s_skill_unit_layout *layout;
  11421. struct map_session_data *sd;
  11422. struct status_data *status;
  11423. struct status_change *sc;
  11424. int active_flag = 1;
  11425. int subunt = 0;
  11426. bool hidden = false;
  11427. nullpo_retr(NULL, src);
  11428. limit = skill_get_time(skill_id,skill_lv);
  11429. range = skill_get_unit_range(skill_id,skill_lv);
  11430. interval = skill_get_unit_interval(skill_id);
  11431. target = skill_get_unit_target(skill_id);
  11432. unit_flag = skill_get_unit_flag(skill_id);
  11433. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11434. sd = BL_CAST(BL_PC, src);
  11435. status = status_get_status_data(src);
  11436. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11437. hidden = (unit_flag&UF_HIDDEN_TRAP && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  11438. switch( skill_id ) {
  11439. case MH_STEINWAND:
  11440. val2 = 4 + skill_lv;
  11441. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11442. break;
  11443. case MG_SAFETYWALL:
  11444. #ifdef RENEWAL
  11445. val2 = status_get_max_hp(src) * 3;
  11446. #else
  11447. val2 = skill_lv+1;
  11448. #endif
  11449. break;
  11450. case MG_FIREWALL:
  11451. if(sc && sc->data[SC_VIOLENTGALE])
  11452. limit = limit*3/2;
  11453. val2 = 4+skill_lv;
  11454. break;
  11455. case AL_WARP:
  11456. val1=skill_lv+6;
  11457. if(!(flag&1))
  11458. limit=2000;
  11459. else // previous implementation (not used anymore)
  11460. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11461. if( src->type != BL_SKILL ) return NULL;
  11462. group = ((TBL_SKILL*)src)->group;
  11463. src = map_id2bl(group->src_id);
  11464. if( !src ) return NULL;
  11465. val2 = group->val2; //Copy the (x,y) position you warp to
  11466. val3 = group->val3; //as well as the mapindex to warp to.
  11467. }
  11468. break;
  11469. case HP_BASILICA:
  11470. val1 = src->id; // Store caster id.
  11471. break;
  11472. case PR_SANCTUARY:
  11473. case NPC_EVILLAND:
  11474. val1=skill_lv+3;
  11475. break;
  11476. case WZ_METEOR:
  11477. case SU_CN_METEOR:
  11478. limit = flag - (flag&1);
  11479. val1 = (flag&1);
  11480. flag = 0; // Flag should not influence anything else for these skills
  11481. break;
  11482. case WZ_FIREPILLAR:
  11483. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11484. return NULL;
  11485. if((flag&1)!=0)
  11486. limit=1000;
  11487. val1=skill_lv+2;
  11488. break;
  11489. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11490. case AM_DEMONSTRATION:
  11491. case GN_HELLS_PLANT:
  11492. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11493. return NULL;
  11494. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11495. && (src->type&battle_config.vs_traps_bctall))
  11496. target = BCT_ALL;
  11497. break;
  11498. case HT_SKIDTRAP:
  11499. case MA_SKIDTRAP:
  11500. //Save position of caster
  11501. val1 = ((src->x)<<16)|(src->y);
  11502. case HT_ANKLESNARE:
  11503. case HT_SHOCKWAVE:
  11504. case HT_SANDMAN:
  11505. case MA_SANDMAN:
  11506. case HT_CLAYMORETRAP:
  11507. case HT_LANDMINE:
  11508. case MA_LANDMINE:
  11509. case HT_FLASHER:
  11510. case HT_FREEZINGTRAP:
  11511. case MA_FREEZINGTRAP:
  11512. case HT_BLASTMINE:
  11513. case RA_ELECTRICSHOCKER:
  11514. case RA_CLUSTERBOMB:
  11515. case RA_MAGENTATRAP:
  11516. case RA_COBALTTRAP:
  11517. case RA_MAIZETRAP:
  11518. case RA_VERDURETRAP:
  11519. case RA_FIRINGTRAP:
  11520. case RA_ICEBOUNDTRAP:
  11521. case RL_B_TRAP:
  11522. case SC_ESCAPE:
  11523. {
  11524. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11525. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11526. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11527. req_item = req.itemid[i];
  11528. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11529. limit *= 4; // longer trap times in WOE [celest]
  11530. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11531. target = BCT_ALL;
  11532. }
  11533. break;
  11534. case SA_LANDPROTECTOR:
  11535. case SA_VOLCANO:
  11536. case SA_DELUGE:
  11537. case SA_VIOLENTGALE:
  11538. case SC_CHAOSPANIC:
  11539. {
  11540. struct skill_unit_group *old_sg;
  11541. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11542. { //HelloKitty confirmed that these are interchangeable,
  11543. //so you can change element and not consume gemstones.
  11544. if ((
  11545. old_sg->skill_id == SA_VOLCANO ||
  11546. old_sg->skill_id == SA_DELUGE ||
  11547. old_sg->skill_id == SA_VIOLENTGALE
  11548. ) && old_sg->limit > 0)
  11549. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11550. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11551. if (limit < 0) //This can happen...
  11552. limit = skill_get_time(skill_id,skill_lv);
  11553. }
  11554. skill_clear_group(src,1);
  11555. }
  11556. break;
  11557. }
  11558. case BA_WHISTLE:
  11559. val1 = skill_lv +status->agi/10; // Flee increase
  11560. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11561. if(sd){
  11562. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11563. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11564. }
  11565. break;
  11566. case DC_HUMMING:
  11567. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11568. #ifdef RENEWAL
  11569. val1 *= 2;
  11570. #endif
  11571. if(sd)
  11572. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11573. break;
  11574. case BA_POEMBRAGI:
  11575. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11576. //For some reason at level 10 the base delay reduction is 50%.
  11577. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11578. if(sd){
  11579. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11580. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11581. }
  11582. break;
  11583. case DC_DONTFORGETME:
  11584. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11585. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11586. if(sd){
  11587. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11588. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11589. }
  11590. break;
  11591. case DC_SERVICEFORYOU:
  11592. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11593. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11594. if(sd){
  11595. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11596. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11597. }
  11598. break;
  11599. case BA_ASSASSINCROSS:
  11600. if (sd)
  11601. val1 = pc_checkskill(sd,BA_MUSICALLESSON) / 2;
  11602. #ifdef RENEWAL // ASPD increase
  11603. val1 += skill_lv + (status->agi / 20);
  11604. #else
  11605. val1 += 10 + skill_lv + (status->agi / 10);
  11606. val1 *= 10; // ASPD works with 1000 as 100%
  11607. #endif
  11608. break;
  11609. case DC_FORTUNEKISS:
  11610. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11611. if(sd)
  11612. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11613. val1*=10; //Because every 10 crit is an actual cri point.
  11614. break;
  11615. case BD_DRUMBATTLEFIELD:
  11616. #ifdef RENEWAL
  11617. val1 = (skill_lv+5)*25; //Atk increase
  11618. val2 = skill_lv*10; //Def increase
  11619. #else
  11620. val1 = (skill_lv+1)*25; //Atk increase
  11621. val2 = (skill_lv+1)*2; //Def increase
  11622. #endif
  11623. break;
  11624. case BD_RINGNIBELUNGEN:
  11625. val1 = (skill_lv+2)*25; //Atk increase
  11626. break;
  11627. case BD_RICHMANKIM:
  11628. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11629. break;
  11630. case BD_SIEGFRIED:
  11631. val1 = 55 + skill_lv*5; //Elemental Resistance
  11632. val2 = skill_lv*10; //Status ailment resistance
  11633. break;
  11634. case WE_CALLPARTNER:
  11635. if (sd) val1 = sd->status.partner_id;
  11636. break;
  11637. case WE_CALLPARENT:
  11638. if (sd) {
  11639. val1 = sd->status.father;
  11640. val2 = sd->status.mother;
  11641. }
  11642. break;
  11643. case WE_CALLBABY:
  11644. if (sd) val1 = sd->status.child;
  11645. break;
  11646. case NJ_KAENSIN:
  11647. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11648. val2 = (skill_lv+1)/2 + 4;
  11649. break;
  11650. case NJ_SUITON:
  11651. skill_clear_group(src, 1);
  11652. break;
  11653. case GS_GROUNDDRIFT:
  11654. {
  11655. // Ground Drift Element is decided when it's placed.
  11656. int ele = skill_get_ele(skill_id, skill_lv);
  11657. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11658. if (ele == -3)
  11659. val1 = element[rnd()%5]; // Use random from available unit visual?
  11660. else if (ele == -2)
  11661. val1 = status_get_attack_sc_element(src,sc);
  11662. else if (ele == -1) {
  11663. val1 = status->rhw.ele;
  11664. if (sc && sc->data[SC_ENCHANTARMS])
  11665. val1 = sc->data[SC_ENCHANTARMS]->val2;
  11666. }
  11667. switch (val1) {
  11668. case ELE_FIRE:
  11669. subunt++;
  11670. case ELE_WATER:
  11671. subunt++;
  11672. case ELE_POISON:
  11673. subunt++;
  11674. case ELE_DARK:
  11675. subunt++;
  11676. case ELE_WIND:
  11677. break;
  11678. default:
  11679. subunt = rnd()%5;
  11680. break;
  11681. }
  11682. break;
  11683. }
  11684. case GC_POISONSMOKE:
  11685. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11686. return NULL;
  11687. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11688. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11689. limit = skill_get_time(skill_id, skill_lv);
  11690. break;
  11691. case GD_LEADERSHIP:
  11692. case GD_GLORYWOUNDS:
  11693. case GD_SOULCOLD:
  11694. case GD_HAWKEYES:
  11695. limit = 1000000;//it doesn't matter
  11696. break;
  11697. case LG_BANDING:
  11698. limit = -1;
  11699. break;
  11700. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11701. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11702. target = BCT_ALL;
  11703. case WM_SEVERE_RAINSTORM:
  11704. case SO_WATER_INSIGNIA:
  11705. case SO_FIRE_INSIGNIA:
  11706. case SO_WIND_INSIGNIA:
  11707. case SO_EARTH_INSIGNIA:
  11708. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11709. return NULL;
  11710. break;
  11711. case SO_CLOUD_KILL:
  11712. skill_clear_group(src, 4);
  11713. break;
  11714. case SO_WARMER:
  11715. skill_clear_group(src, 8);
  11716. break;
  11717. case SO_FIREWALK:
  11718. case SO_ELECTRICWALK:
  11719. limit = skill_get_time2(skill_id, skill_lv);
  11720. break;
  11721. case GN_WALLOFTHORN:
  11722. // Turns to Firewall
  11723. if( flag&1 )
  11724. limit = 3000;
  11725. val3 = (x<<16)|y;
  11726. break;
  11727. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11728. case GN_FIRE_EXPANSION_TEAR_GAS:
  11729. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11730. break;
  11731. case KO_ZENKAI:
  11732. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11733. val1 = sd->spiritcharm;
  11734. val2 = sd->spiritcharm_type;
  11735. limit = 6000 * val1;
  11736. subunt = sd->spiritcharm_type - 1;
  11737. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11738. }
  11739. break;
  11740. case HW_GRAVITATION:
  11741. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11742. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11743. break;
  11744. case SO_VACUUM_EXTREME:
  11745. // Coordinates
  11746. val1 = x;
  11747. val2 = y;
  11748. val3 = 0; // Suck target at n seconds.
  11749. break;
  11750. case NC_MAGMA_ERUPTION:
  11751. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  11752. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  11753. limit = interval * 10;
  11754. break;
  11755. case MH_VOLCANIC_ASH:
  11756. if (!map_flag_vs(src->m))
  11757. target = BCT_ENEMY;
  11758. break;
  11759. }
  11760. // Init skill unit group
  11761. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11762. group->val1 = val1;
  11763. group->val2 = val2;
  11764. group->val3 = val3;
  11765. group->link_group_id = link_group_id;
  11766. group->target_flag = target;
  11767. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11768. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11769. 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
  11770. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11771. group->item_id = req_item;
  11772. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11773. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11774. active_flag = 0;
  11775. // Put message for Talkie Box & Graffiti
  11776. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11777. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11778. if (sd)
  11779. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11780. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11781. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11782. }
  11783. // Dance skill
  11784. if (group->state.song_dance) {
  11785. if(sd) {
  11786. sd->skill_id_dance = skill_id;
  11787. sd->skill_lv_dance = skill_lv;
  11788. }
  11789. if (
  11790. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11791. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11792. )
  11793. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11794. }
  11795. // Set skill unit
  11796. limit = group->limit;
  11797. for( i = 0; i < layout->count; i++ ) {
  11798. struct skill_unit *unit;
  11799. int ux = x + layout->dx[i];
  11800. int uy = y + layout->dy[i];
  11801. int unit_val1 = skill_lv;
  11802. int unit_val2 = 0;
  11803. int alive = 1;
  11804. // are the coordinates out of range?
  11805. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11806. continue;
  11807. }
  11808. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11809. continue; // don't place skill units on walls (except for songs/dances/encores)
  11810. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  11811. continue; // no path between cell and caster
  11812. switch( skill_id ) {
  11813. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11814. case HT_LANDMINE:
  11815. case MA_LANDMINE:
  11816. case HT_ANKLESNARE:
  11817. case HT_SHOCKWAVE:
  11818. case HT_SANDMAN:
  11819. case MA_SANDMAN:
  11820. case HT_FLASHER:
  11821. case HT_FREEZINGTRAP:
  11822. case MA_FREEZINGTRAP:
  11823. case HT_SKIDTRAP:
  11824. case MA_SKIDTRAP:
  11825. case HT_CLAYMORETRAP:
  11826. case HT_BLASTMINE:
  11827. case SC_ESCAPE:
  11828. unit_val1 = 3500;
  11829. break;
  11830. case MG_FIREWALL:
  11831. case NJ_KAENSIN:
  11832. unit_val2 = group->val2;
  11833. break;
  11834. case WZ_ICEWALL:
  11835. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11836. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11837. break;
  11838. case WZ_WATERBALL:
  11839. //Check if there are cells that can be turned into waterball units
  11840. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  11841. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  11842. break; //Turn water, deluge or suiton into waterball cell
  11843. continue;
  11844. case GS_DESPERADO:
  11845. unit_val1 = abs(layout->dx[i]);
  11846. unit_val2 = abs(layout->dy[i]);
  11847. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11848. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11849. if (unit_val1) unit_val1--;
  11850. unit_val1 = 36 -12*unit_val1;
  11851. } else //Diagonal edges
  11852. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11853. if (unit_val1 < 1) unit_val1 = 1;
  11854. unit_val2 = 0;
  11855. break;
  11856. case WM_REVERBERATION:
  11857. unit_val1 = 1 + skill_lv;
  11858. break;
  11859. case WM_POEMOFNETHERWORLD:
  11860. unit_val1 = 1 + skill_lv;
  11861. break;
  11862. case GN_WALLOFTHORN:
  11863. if (flag&1) // Turned become Firewall
  11864. break;
  11865. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11866. unit_val2 = 20; // Max hits
  11867. break;
  11868. case RL_B_TRAP:
  11869. unit_val1 = 3500;
  11870. unit_val2 = 0;
  11871. break;
  11872. default:
  11873. if (group->state.song_dance&0x1)
  11874. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11875. break;
  11876. }
  11877. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11878. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11879. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11880. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11881. // Check active cell to failing or remove current unit
  11882. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11883. if( !alive )
  11884. continue;
  11885. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  11886. unit->limit = limit;
  11887. unit->range = range;
  11888. if (skill_id == PF_FOGWALL && alive == 2)
  11889. { //Double duration of cells on top of Deluge/Suiton
  11890. unit->limit *= 2;
  11891. group->limit = unit->limit;
  11892. }
  11893. // Execute on all targets standing on this cell
  11894. if (range == 0 && active_flag)
  11895. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11896. }
  11897. if (!group->alive_count)
  11898. { //No cells? Something that was blocked completely by Land Protector?
  11899. skill_delunitgroup(group);
  11900. return NULL;
  11901. }
  11902. //success, unit created.
  11903. switch( skill_id ) {
  11904. case NJ_TATAMIGAESHI: //Store number of tiles.
  11905. group->val1 = group->alive_count;
  11906. break;
  11907. }
  11908. return group;
  11909. }
  11910. /*==========================================
  11911. *
  11912. *------------------------------------------*/
  11913. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11914. {
  11915. skill_unit_onplace(unit, bl, tick);
  11916. }
  11917. /**
  11918. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11919. * while skill unit initialized or moved (such by knock back).
  11920. * As a follow of skill_unit_effect flag &1
  11921. * @param unit
  11922. * @param bl Target
  11923. * @param tick
  11924. */
  11925. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11926. {
  11927. struct skill_unit_group *sg;
  11928. struct block_list *ss; // Actual source that cast the skill unit
  11929. struct status_change *sc;
  11930. struct status_change_entry *sce;
  11931. struct status_data *tstatus;
  11932. enum sc_type type;
  11933. uint16 skill_id;
  11934. nullpo_ret(unit);
  11935. nullpo_ret(bl);
  11936. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11937. return 0;
  11938. nullpo_ret(sg = unit->group);
  11939. nullpo_ret(ss = map_id2bl(sg->src_id));
  11940. tstatus = status_get_status_data(bl);
  11941. 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) ||
  11942. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11943. return 0; //AoE skills are ineffective. [Skotlex]
  11944. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11945. return 0; //Songs don't work in Basilica
  11946. sc = status_get_sc(bl);
  11947. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11948. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11949. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11950. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11951. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11952. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  11953. type = status_skill2sc(sg->skill_id);
  11954. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11955. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11956. switch (sg->unit_id) {
  11957. case UNT_SPIDERWEB:
  11958. if (sc) {
  11959. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  11960. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  11961. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  11962. const struct TimerData* td;
  11963. if (map_flag_vs(bl->m))
  11964. sec /= 2;
  11965. if (sc->data[type]) {
  11966. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  11967. //Already triple affected, immune
  11968. sg->limit = DIFF_TICK(tick, sg->tick);
  11969. break;
  11970. }
  11971. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  11972. if (map_flag_vs(bl->m) && sc->data[type]->val1 < 3)
  11973. sec *= (sc->data[type]->val1 + 1);
  11974. else if(!map_flag_vs(bl->m) && sc->data[type]->val1 < 2)
  11975. sec *= (sc->data[type]->val1 + 1);
  11976. //Add group id to status change
  11977. if (sc->data[type]->val2 == 0)
  11978. sc->data[type]->val2 = sg->group_id;
  11979. else if (sc->data[type]->val3 == 0)
  11980. sc->data[type]->val3 = sg->group_id;
  11981. else if (sc->data[type]->val4 == 0)
  11982. sc->data[type]->val4 = sg->group_id;
  11983. //Overwrite status change with new duration
  11984. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  11985. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  11986. max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  11987. }
  11988. else {
  11989. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  11990. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  11991. if (td)
  11992. sec = DIFF_TICK(td->tick, tick);
  11993. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11994. clif_fixpos(bl);
  11995. }
  11996. else
  11997. sec = 3000; //Couldn't trap it?
  11998. }
  11999. sg->val2 = bl->id;
  12000. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12001. }
  12002. break;
  12003. case UNT_SAFETYWALL:
  12004. if (!sce)
  12005. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12006. break;
  12007. case UNT_BLOODYLUST:
  12008. if (sg->src_id == bl->id)
  12009. break; //Does not affect the caster.
  12010. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12011. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12012. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12013. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12014. break;
  12015. case UNT_PNEUMA:
  12016. if (!sce)
  12017. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12018. break;
  12019. case UNT_CHAOSPANIC:
  12020. 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);
  12021. break;
  12022. case UNT_WARP_WAITING: {
  12023. int working = sg->val1&0xffff;
  12024. if(bl->type==BL_PC && !working){
  12025. struct map_session_data *sd = (struct map_session_data *)bl;
  12026. if((!sd->chatID || battle_config.chat_warpportal)
  12027. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12028. {
  12029. int x = sg->val2>>16;
  12030. int y = sg->val2&0xffff;
  12031. int count = sg->val1>>16;
  12032. unsigned short m = sg->val3;
  12033. if( --count <= 0 )
  12034. skill_delunitgroup(sg);
  12035. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12036. working = 1;/* we break it because officials break it, lovely stuff. */
  12037. sg->val1 = (count<<16)|working;
  12038. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12039. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12040. }
  12041. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12042. int16 m = map_mapindex2mapid(sg->val3);
  12043. if (m < 0) break; //Map not available on this map-server.
  12044. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12045. }
  12046. }
  12047. break;
  12048. case UNT_QUAGMIRE:
  12049. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12050. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12051. break;
  12052. case UNT_VOLCANO:
  12053. case UNT_DELUGE:
  12054. case UNT_VIOLENTGALE:
  12055. if(!sce)
  12056. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12057. break;
  12058. case UNT_WATER_BARRIER:
  12059. case UNT_ZEPHYR:
  12060. case UNT_POWER_OF_GAIA:
  12061. if (bl->id == ss->id)
  12062. break; // Doesn't affect the Elemental
  12063. if (!sce)
  12064. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12065. break;
  12066. case UNT_SUITON:
  12067. if(!sce)
  12068. sc_start4(ss, bl,type,100,sg->skill_lv,
  12069. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12070. 0,0,sg->limit);
  12071. break;
  12072. case UNT_HERMODE:
  12073. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12074. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12075. case UNT_RICHMANKIM:
  12076. case UNT_ETERNALCHAOS:
  12077. case UNT_DRUMBATTLEFIELD:
  12078. case UNT_RINGNIBELUNGEN:
  12079. case UNT_ROKISWEIL:
  12080. case UNT_INTOABYSS:
  12081. case UNT_SIEGFRIED:
  12082. //Needed to check when a dancer/bard leaves their ensemble area.
  12083. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12084. return skill_id;
  12085. if (!sce)
  12086. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12087. break;
  12088. case UNT_WHISTLE:
  12089. case UNT_ASSASSINCROSS:
  12090. case UNT_POEMBRAGI:
  12091. case UNT_APPLEIDUN:
  12092. case UNT_HUMMING:
  12093. case UNT_DONTFORGETME:
  12094. case UNT_FORTUNEKISS:
  12095. case UNT_SERVICEFORYOU:
  12096. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12097. return 0;
  12098. if (!sc) return 0;
  12099. if (!sce)
  12100. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12101. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12102. sce->val4 = 0; //remove the mark that we stepped out
  12103. delete_timer(sce->timer, status_change_timer);
  12104. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12105. }
  12106. break;
  12107. case UNT_FOGWALL:
  12108. if (!sce)
  12109. {
  12110. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12111. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12112. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12113. }
  12114. break;
  12115. case UNT_GRAVITATION:
  12116. if (!sce)
  12117. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12118. break;
  12119. case UNT_BASILICA:
  12120. {
  12121. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12122. if (i > 0) {
  12123. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12124. break;
  12125. }
  12126. if (!sce && i <= 0)
  12127. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12128. }
  12129. break;
  12130. // officially, icewall has no problems existing on occupied cells [ultramage]
  12131. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  12132. // unit->val1 = 0;
  12133. // if(unit->limit + sg->tick > tick + 700)
  12134. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  12135. // break;
  12136. case UNT_MOONLIT:
  12137. //Knockback out of area if affected char isn't in Moonlit effect
  12138. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12139. break;
  12140. if (ss == bl) //Also needed to prevent infinite loop crash.
  12141. break;
  12142. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  12143. break;
  12144. case UNT_REVERBERATION:
  12145. if (sg->src_id == bl->id)
  12146. break; //Does not affect the caster.
  12147. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12148. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12149. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12150. sg->unit_id = UNT_USED_TRAPS;
  12151. break;
  12152. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12153. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12154. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12155. break;
  12156. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12157. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12158. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12159. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12160. break;
  12161. case UNT_VOLCANIC_ASH:
  12162. if (!sce)
  12163. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12164. break;
  12165. case UNT_KINGS_GRACE:
  12166. if (!sce) {
  12167. int state = 0;
  12168. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12169. state |= BCT_GUILD;
  12170. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12171. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12172. }
  12173. break;
  12174. case UNT_STEALTHFIELD:
  12175. if( bl->id == sg->src_id )
  12176. break; // Doesn't work on self (video shows that)
  12177. if (!sce)
  12178. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12179. break;
  12180. case UNT_NEUTRALBARRIER:
  12181. if (!sce)
  12182. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12183. break;
  12184. case UNT_CLOUD_KILL:
  12185. if(!sce) {
  12186. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  12187. status_change_start(ss, bl, SC_POISON, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  12188. }
  12189. break;
  12190. case UNT_WARMER:
  12191. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12192. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12193. break;
  12194. case UNT_CATNIPPOWDER:
  12195. if (sg->src_id == bl->id)
  12196. break; // Does not affect the caster or Boss.
  12197. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12198. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12199. break;
  12200. case UNT_GD_LEADERSHIP:
  12201. case UNT_GD_GLORYWOUNDS:
  12202. case UNT_GD_SOULCOLD:
  12203. case UNT_GD_HAWKEYES:
  12204. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12205. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12206. break;
  12207. }
  12208. return skill_id;
  12209. }
  12210. /**
  12211. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12212. * @param unit Skill unit
  12213. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12214. * @param tick
  12215. */
  12216. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12217. {
  12218. struct skill_unit_group *sg;
  12219. struct block_list *ss;
  12220. TBL_PC* tsd;
  12221. struct status_data *tstatus;
  12222. struct status_change *sc, *tsc;
  12223. struct skill_unit_group_tickset *ts;
  12224. enum sc_type type;
  12225. uint16 skill_id;
  12226. int diff = 0;
  12227. nullpo_ret(unit);
  12228. nullpo_ret(bl);
  12229. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12230. return 0;
  12231. nullpo_ret(sg = unit->group);
  12232. nullpo_ret(ss = map_id2bl(sg->src_id));
  12233. tsd = BL_CAST(BL_PC, bl);
  12234. tsc = status_get_sc(bl);
  12235. sc = status_get_sc(ss);
  12236. tstatus = status_get_status_data(bl);
  12237. type = status_skill2sc(sg->skill_id);
  12238. skill_id = sg->skill_id;
  12239. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && (skill_get_inf2(skill_id)&INF2_TRAP))
  12240. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12241. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  12242. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12243. if (sg->interval == -1) {
  12244. switch (sg->unit_id) {
  12245. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12246. case UNT_FIREPILLAR_ACTIVE:
  12247. case UNT_ELECTRICSHOCKER:
  12248. case UNT_MANHOLE:
  12249. return 0;
  12250. default:
  12251. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12252. return 0;
  12253. }
  12254. }
  12255. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12256. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12257. diff = DIFF_TICK(tick,ts->tick);
  12258. if (diff < 0)
  12259. return 0;
  12260. ts->tick = tick+sg->interval;
  12261. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12262. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12263. }
  12264. // Wall of Thorn damaged by Fire element unit [Cydh]
  12265. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12266. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12267. struct skill_unit *su = (struct skill_unit *)bl;
  12268. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12269. 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);
  12270. su->group->limit = sg->limit = 0;
  12271. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12272. return skill_id;
  12273. }
  12274. }
  12275. switch (sg->unit_id) {
  12276. // Units that deals simple attack
  12277. case UNT_GRAVITATION:
  12278. case UNT_EARTHSTRAIN:
  12279. case UNT_FIREWALK:
  12280. case UNT_ELECTRICWALK:
  12281. case UNT_PSYCHIC_WAVE:
  12282. case UNT_MAGMA_ERUPTION:
  12283. case UNT_MAKIBISHI:
  12284. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12285. break;
  12286. case UNT_DUMMYSKILL:
  12287. switch (sg->skill_id) {
  12288. case SG_SUN_WARM: //SG skills [Komurka]
  12289. case SG_MOON_WARM:
  12290. case SG_STAR_WARM: {
  12291. int count = 0;
  12292. const int x = bl->x, y = bl->y;
  12293. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12294. do {
  12295. if( bl->type == BL_PC )
  12296. status_zap(bl, 0, 15); // sp damage to players
  12297. else // mobs
  12298. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12299. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  12300. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12301. } else { //should end when out of sp.
  12302. sg->limit = DIFF_TICK(tick,sg->tick);
  12303. break;
  12304. }
  12305. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12306. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12307. }
  12308. break;
  12309. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12310. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12311. if (tsc)
  12312. tsc->sg_counter++; //SG hit counter.
  12313. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12314. tsc->sg_counter=0; //Attack absorbed.
  12315. break;
  12316. #endif
  12317. case GS_DESPERADO:
  12318. if (rnd()%100 < unit->val1)
  12319. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12320. break;
  12321. case SU_CN_METEOR:
  12322. if (sg->val1)
  12323. skill_area_temp[3] = 1;
  12324. else
  12325. skill_area_temp[3] = 0;
  12326. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12327. break;
  12328. default:
  12329. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12330. }
  12331. break;
  12332. case UNT_FIREWALL:
  12333. case UNT_KAEN: {
  12334. int count = 0;
  12335. const int x = bl->x, y = bl->y;
  12336. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12337. break;
  12338. //Take into account these hit more times than the timer interval can handle.
  12339. do
  12340. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  12341. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12342. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12343. if (unit->val2 <= 0)
  12344. skill_delunit(unit);
  12345. }
  12346. break;
  12347. case UNT_SANCTUARY:
  12348. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12349. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12350. 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) )
  12351. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12352. } else {
  12353. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12354. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12355. #ifdef RENEWAL
  12356. if (md && md->mob_id == MOBID_EMPERIUM)
  12357. break;
  12358. #endif
  12359. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  12360. break;
  12361. if( tstatus->hp >= tstatus->max_hp )
  12362. break;
  12363. if( status_isimmune(bl) )
  12364. heal = 0;
  12365. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12366. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12367. heal = ~heal + 1;
  12368. status_heal(bl, heal, 0, 0);
  12369. }
  12370. break;
  12371. case UNT_EVILLAND:
  12372. //Will heal demon and undead element monsters, but not players.
  12373. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12374. { //Damage enemies
  12375. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12376. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12377. } else {
  12378. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12379. if (tstatus->hp >= tstatus->max_hp)
  12380. break;
  12381. if (status_isimmune(bl))
  12382. heal = 0;
  12383. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12384. status_heal(bl, heal, 0, 0);
  12385. }
  12386. break;
  12387. case UNT_MAGNUS:
  12388. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12389. break;
  12390. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12391. break;
  12392. case UNT_FIREPILLAR_WAITING:
  12393. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12394. skill_delunit(unit);
  12395. break;
  12396. case UNT_SKIDTRAP: {
  12397. //Knockback away from position of user during placement [Playtester]
  12398. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12399. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  12400. sg->unit_id = UNT_USED_TRAPS;
  12401. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12402. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12403. //Target will be stopped for 3 seconds
  12404. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12405. }
  12406. break;
  12407. case UNT_ANKLESNARE:
  12408. case UNT_MANHOLE:
  12409. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12410. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12411. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12412. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12413. if( td )
  12414. sec = DIFF_TICK(td->tick, tick);
  12415. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12416. || !unit_blown_immune(bl,0x1) )
  12417. {
  12418. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12419. clif_fixpos(bl);
  12420. }
  12421. sg->val2 = bl->id;
  12422. } else
  12423. sec = 3000; //Couldn't trap it?
  12424. if (sg->unit_id == UNT_ANKLESNARE) {
  12425. clif_skillunit_update(&unit->bl);
  12426. /**
  12427. * If you're snared from a trap that was invisible this makes the trap be
  12428. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12429. * bugreport:3961
  12430. **/
  12431. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12432. }
  12433. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12434. sg->interval = -1;
  12435. unit->range = 0;
  12436. }
  12437. break;
  12438. case UNT_ELECTRICSHOCKER:
  12439. if( bl->id != ss->id ) {
  12440. if( status_bl_has_mode(bl,MD_STATUS_IMMUNE) )
  12441. break;
  12442. 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) ) {
  12443. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12444. clif_fixpos(bl);
  12445. }
  12446. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12447. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12448. }
  12449. break;
  12450. case UNT_VENOMDUST:
  12451. if(tsc && !tsc->data[type])
  12452. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  12453. break;
  12454. case UNT_LANDMINE:
  12455. //Land Mine only hits single target
  12456. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12457. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12458. sg->limit = 1500;
  12459. break;
  12460. case UNT_MAGENTATRAP:
  12461. case UNT_COBALTTRAP:
  12462. case UNT_MAIZETRAP:
  12463. case UNT_VERDURETRAP:
  12464. if( bl->type == BL_PC )// it won't work on players
  12465. break;
  12466. case UNT_FIRINGTRAP:
  12467. case UNT_ICEBOUNDTRAP:
  12468. case UNT_CLUSTERBOMB:
  12469. if( bl->id == ss->id )// it won't trigger on caster
  12470. break;
  12471. case UNT_BLASTMINE:
  12472. case UNT_SHOCKWAVE:
  12473. case UNT_SANDMAN:
  12474. case UNT_FLASHER:
  12475. case UNT_FREEZINGTRAP:
  12476. case UNT_FIREPILLAR_ACTIVE:
  12477. case UNT_CLAYMORETRAP:
  12478. {
  12479. int bl_flag = sg->bl_flag;
  12480. if (tsc && tsc->data[SC__MANHOLE])
  12481. break;
  12482. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12483. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  12484. if(battle_config.skill_wall_check && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  12485. map_foreachinshootrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  12486. else
  12487. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  12488. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12489. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12490. sg->limit = DIFF_TICK(tick, sg->tick) +
  12491. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12492. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12493. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  12494. }
  12495. break;
  12496. case UNT_TALKIEBOX:
  12497. if (sg->src_id == bl->id)
  12498. break;
  12499. if (sg->val2 == 0) {
  12500. clif_talkiebox(&unit->bl, sg->valstr);
  12501. sg->unit_id = UNT_USED_TRAPS;
  12502. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12503. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12504. sg->val2 = -1;
  12505. }
  12506. break;
  12507. case UNT_LULLABY:
  12508. if (ss->id == bl->id)
  12509. break;
  12510. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12511. break;
  12512. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12513. if (ss->id != bl->id)
  12514. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12515. break;
  12516. case UNT_DISSONANCE:
  12517. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12518. break;
  12519. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12520. int heal;
  12521. #ifdef RENEWAL
  12522. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12523. if (md && md->mob_id == MOBID_EMPERIUM)
  12524. break;
  12525. #endif
  12526. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12527. break; // affects self only when soullinked
  12528. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12529. if (tsc->data[SC_AKAITSUKI] && heal)
  12530. heal = ~heal + 1;
  12531. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12532. status_heal(bl, heal, 0, 0);
  12533. }
  12534. break;
  12535. case UNT_TATAMIGAESHI:
  12536. case UNT_DEMONSTRATION:
  12537. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12538. break;
  12539. case UNT_GOSPEL:
  12540. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  12541. break;
  12542. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  12543. { // Support Effect only on party, not guild
  12544. int heal;
  12545. int i = rnd()%13; // Positive buff count
  12546. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12547. switch (i)
  12548. {
  12549. case 0: // Heal 1~9999 HP
  12550. heal = rnd() %9999+1;
  12551. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  12552. status_heal(bl,heal,0,0);
  12553. break;
  12554. case 1: // End all negative status
  12555. status_change_clear_buffs(bl, SCCB_DEBUFFS|SCCB_REFRESH);
  12556. if (tsd) clif_gospel_info(tsd, 0x15);
  12557. break;
  12558. case 2: // Immunity to all status
  12559. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  12560. if (tsd) clif_gospel_info(tsd, 0x16);
  12561. break;
  12562. case 3: // MaxHP +100%
  12563. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  12564. if (tsd) clif_gospel_info(tsd, 0x17);
  12565. break;
  12566. case 4: // MaxSP +100%
  12567. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  12568. if (tsd) clif_gospel_info(tsd, 0x18);
  12569. break;
  12570. case 5: // All stats +20
  12571. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  12572. if (tsd) clif_gospel_info(tsd, 0x19);
  12573. break;
  12574. case 6: // Level 10 Blessing
  12575. sc_start(ss, bl,SC_BLESSING,100,10,time);
  12576. break;
  12577. case 7: // Level 10 Increase AGI
  12578. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  12579. break;
  12580. case 8: // Enchant weapon with Holy element
  12581. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  12582. if (tsd) clif_gospel_info(tsd, 0x1c);
  12583. break;
  12584. case 9: // Enchant armor with Holy element
  12585. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  12586. if (tsd) clif_gospel_info(tsd, 0x1d);
  12587. break;
  12588. case 10: // DEF +25%
  12589. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  12590. if (tsd) clif_gospel_info(tsd, 0x1e);
  12591. break;
  12592. case 11: // ATK +100%
  12593. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  12594. if (tsd) clif_gospel_info(tsd, 0x1f);
  12595. break;
  12596. case 12: // HIT/Flee +50
  12597. sc_start(ss, bl,SC_INCHIT,100,50,time);
  12598. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  12599. if (tsd) clif_gospel_info(tsd, 0x20);
  12600. break;
  12601. }
  12602. }
  12603. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12604. { // Offensive Effect
  12605. int i = rnd()%9; // Negative buff count
  12606. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  12607. switch (i)
  12608. {
  12609. case 0: // Deal 1~9999 damage
  12610. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12611. break;
  12612. case 1: // Curse
  12613. sc_start(ss, bl,SC_CURSE,100,1,time);
  12614. break;
  12615. case 2: // Blind
  12616. sc_start(ss, bl,SC_BLIND,100,1,time);
  12617. break;
  12618. case 3: // Poison
  12619. sc_start2(ss, bl,SC_POISON,100,1,ss->id,time);
  12620. break;
  12621. case 4: // Level 10 Provoke
  12622. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  12623. break;
  12624. case 5: // DEF -100%
  12625. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  12626. break;
  12627. case 6: // ATK -100%
  12628. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  12629. break;
  12630. case 7: // Flee -100%
  12631. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  12632. break;
  12633. case 8: // Speed/ASPD -25%
  12634. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  12635. break;
  12636. }
  12637. }
  12638. break;
  12639. case UNT_BASILICA:
  12640. {
  12641. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12642. if (i > 0) {
  12643. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12644. break;
  12645. }
  12646. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12647. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12648. }
  12649. break;
  12650. case UNT_GROUNDDRIFT_WIND:
  12651. case UNT_GROUNDDRIFT_DARK:
  12652. case UNT_GROUNDDRIFT_POISON:
  12653. case UNT_GROUNDDRIFT_WATER:
  12654. case UNT_GROUNDDRIFT_FIRE:
  12655. map_foreachinrange(skill_trap_splash,&unit->bl,
  12656. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12657. &unit->bl,tick);
  12658. sg->unit_id = UNT_USED_TRAPS;
  12659. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12660. sg->limit=DIFF_TICK(tick,sg->tick);
  12661. break;
  12662. case UNT_POISONSMOKE:
  12663. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12664. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12665. break;
  12666. case UNT_EPICLESIS:
  12667. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  12668. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12669. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  12670. int hp, sp;
  12671. switch( sg->skill_lv ) {
  12672. case 1: case 2: hp = 3; sp = 2; break;
  12673. case 3: case 4: hp = 4; sp = 3; break;
  12674. case 5: default: hp = 5; sp = 4; break;
  12675. }
  12676. hp = tstatus->max_hp * hp / 100;
  12677. sp = tstatus->max_sp * sp / 100;
  12678. if (tstatus->hp < tstatus->max_hp)
  12679. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12680. if (tstatus->sp < tstatus->max_sp)
  12681. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12682. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12683. hp = ~hp + 1;
  12684. status_heal(bl, hp, sp, 3);
  12685. }
  12686. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  12687. // Doesn't remove Invisibility or Chase Walk.
  12688. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12689. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12690. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12691. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  12692. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12693. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12694. }
  12695. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12696. }
  12697. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12698. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12699. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12700. break;
  12701. case UNT_DIMENSIONDOOR:
  12702. if( tsd && !map[bl->m].flag.noteleport )
  12703. pc_randomwarp(tsd,CLR_TELEPORT);
  12704. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12705. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12706. break;
  12707. case UNT_REVERBERATION:
  12708. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12709. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12710. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12711. sg->unit_id = UNT_USED_TRAPS;
  12712. break;
  12713. case UNT_SEVERE_RAINSTORM:
  12714. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12715. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12716. break;
  12717. case UNT_NETHERWORLD:
  12718. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12719. if (!(tsc && tsc->data[type])) {
  12720. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12721. sg->limit = DIFF_TICK(tick,sg->tick);
  12722. sg->unit_id = UNT_USED_TRAPS;
  12723. }
  12724. }
  12725. break;
  12726. case UNT_THORNS_TRAP:
  12727. if( tsc ) {
  12728. if( !sg->val2 ) {
  12729. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12730. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12731. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12732. if( td )
  12733. sec = DIFF_TICK(td->tick, tick);
  12734. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12735. clif_fixpos(bl);
  12736. sg->val2 = bl->id;
  12737. } else
  12738. sec = 3000; // Couldn't trap it?
  12739. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12740. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12741. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12742. }
  12743. break;
  12744. case UNT_WALLOFTHORN:
  12745. if (unit->val2-- <= 0) // Max hit reached
  12746. break;
  12747. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12748. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12749. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12750. 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);
  12751. break;
  12752. case UNT_DEMONIC_FIRE:
  12753. switch( sg->val2 ) {
  12754. case 1:
  12755. default:
  12756. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  12757. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12758. break;
  12759. }
  12760. break;
  12761. case UNT_HELLS_PLANT:
  12762. if ((tsc && tsc->data[SC__MANHOLE]) || status_isimmune(bl))
  12763. break;
  12764. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12765. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12766. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12767. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12768. break;
  12769. case UNT_ZEPHYR:
  12770. if (ss == bl)
  12771. break; // Doesn't affect the Elemental
  12772. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12773. break;
  12774. case UNT_FIRE_INSIGNIA:
  12775. case UNT_WATER_INSIGNIA:
  12776. case UNT_WIND_INSIGNIA:
  12777. case UNT_EARTH_INSIGNIA:
  12778. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12779. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12780. int hp = tstatus->max_hp / 100; //+1% each 5s
  12781. if ((sg->val3) % 5) { //each 5s
  12782. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12783. status_heal(bl, hp, 0, 2);
  12784. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12785. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12786. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12787. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12788. ){
  12789. status_heal(bl, -hp, 0, 0);
  12790. }
  12791. }
  12792. sg->val3++; //timer
  12793. if (sg->val3 > 5) sg->val3 = 0;
  12794. }
  12795. break;
  12796. case UNT_VACUUM_EXTREME:
  12797. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12798. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  12799. return 0;
  12800. else
  12801. // Apply effect and suck targets one-by-one each n seconds
  12802. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  12803. break;
  12804. case UNT_BANDING:
  12805. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12806. 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));
  12807. break;
  12808. case UNT_FIRE_MANTLE:
  12809. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12810. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12811. break;
  12812. case UNT_ZENKAI_WATER:
  12813. case UNT_ZENKAI_LAND:
  12814. case UNT_ZENKAI_FIRE:
  12815. case UNT_ZENKAI_WIND:
  12816. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12817. switch( sg->unit_id ) {
  12818. case UNT_ZENKAI_WATER:
  12819. switch (rnd()%2 + 1) {
  12820. case 1:
  12821. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12822. break;
  12823. case 2:
  12824. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12825. break;
  12826. }
  12827. break;
  12828. case UNT_ZENKAI_LAND:
  12829. switch (rnd()%2 + 1) {
  12830. case 1:
  12831. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12832. break;
  12833. case 2:
  12834. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12835. break;
  12836. }
  12837. break;
  12838. case UNT_ZENKAI_FIRE:
  12839. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  12840. break;
  12841. case UNT_ZENKAI_WIND:
  12842. switch (rnd()%3 + 1) {
  12843. case 1:
  12844. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12845. break;
  12846. case 2:
  12847. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12848. break;
  12849. case 3:
  12850. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12851. break;
  12852. }
  12853. break;
  12854. }
  12855. } else
  12856. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  12857. break;
  12858. case UNT_LAVA_SLIDE:
  12859. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12860. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12861. sg->limit = DIFF_TICK(tick, sg->tick);
  12862. break;
  12863. case UNT_POISON_MIST:
  12864. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12865. 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);
  12866. break;
  12867. case UNT_CHAOSPANIC:
  12868. if (tsc && tsc->data[type])
  12869. break;
  12870. 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);
  12871. break;
  12872. case UNT_B_TRAP:
  12873. if (tsc && tsc->data[type])
  12874. break;
  12875. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12876. unit->val2++; // Mark as ever been used
  12877. break;
  12878. case UNT_FIRE_RAIN:
  12879. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12880. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12881. 1,sg->skill_id,sg->skill_lv,DMG_SKILL);
  12882. break;
  12883. case UNT_SV_ROOTTWIST:
  12884. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12885. break;
  12886. if (tsc) {
  12887. if (!sg->val2) {
  12888. int sec = skill_get_time(sg->skill_id, sg->skill_lv);
  12889. if (sc_start2(ss, bl, type, 100, sg->skill_lv, sg->group_id, sec)) {
  12890. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12891. if(td)
  12892. sec = DIFF_TICK(td->tick, tick);
  12893. clif_fixpos(bl);
  12894. sg->val2 = bl->id;
  12895. } else // Couldn't trap it?
  12896. sec = 7000;
  12897. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12898. } else if (tsc->data[type] && bl->id == sg->val2)
  12899. skill_attack(skill_get_type(SU_SV_ROOTTWIST_ATK), ss, &unit->bl, bl, SU_SV_ROOTTWIST_ATK, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12900. }
  12901. break;
  12902. }
  12903. if (bl->type == BL_MOB && ss != bl)
  12904. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12905. return skill_id;
  12906. }
  12907. /**
  12908. * Triggered when a char steps out of a skill unit
  12909. * @param src Skill unit from char moved out
  12910. * @param bl Char
  12911. * @param tick
  12912. */
  12913. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12914. {
  12915. struct skill_unit_group *sg;
  12916. struct status_change *sc;
  12917. struct status_change_entry *sce;
  12918. enum sc_type type;
  12919. nullpo_ret(src);
  12920. nullpo_ret(bl);
  12921. nullpo_ret(sg=src->group);
  12922. sc = status_get_sc(bl);
  12923. type = status_skill2sc(sg->skill_id);
  12924. sce = (sc && type != -1)?sc->data[type]:NULL;
  12925. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  12926. return 0;
  12927. switch(sg->unit_id){
  12928. case UNT_SAFETYWALL:
  12929. case UNT_PNEUMA:
  12930. case UNT_EPICLESIS://Arch Bishop
  12931. if (sce)
  12932. status_change_end(bl, type, INVALID_TIMER);
  12933. break;
  12934. case UNT_BASILICA:
  12935. if (sce && sce->val4 != bl->id)
  12936. status_change_end(bl, type, INVALID_TIMER);
  12937. break;
  12938. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12939. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12940. status_change_end(bl, type, INVALID_TIMER);
  12941. break;
  12942. case UNT_DISSONANCE:
  12943. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12944. {
  12945. short i;
  12946. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12947. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12948. type = status_skill2sc(i);
  12949. sce = (sc && type != -1)?sc->data[type]:NULL;
  12950. if(sce)
  12951. return i;
  12952. }
  12953. }
  12954. }
  12955. case UNT_WHISTLE:
  12956. case UNT_ASSASSINCROSS:
  12957. case UNT_POEMBRAGI:
  12958. case UNT_APPLEIDUN:
  12959. case UNT_HUMMING:
  12960. case UNT_DONTFORGETME:
  12961. case UNT_FORTUNEKISS:
  12962. case UNT_SERVICEFORYOU:
  12963. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12964. return -1;
  12965. }
  12966. return sg->skill_id;
  12967. }
  12968. /**
  12969. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12970. * @param skill_id Skill ID
  12971. * @param bl A char
  12972. * @param tick
  12973. */
  12974. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12975. {
  12976. struct status_change *sc;
  12977. struct status_change_entry *sce;
  12978. enum sc_type type;
  12979. sc = status_get_sc(bl);
  12980. if (sc && !sc->count)
  12981. sc = NULL;
  12982. type = status_skill2sc(skill_id);
  12983. sce = (sc && type != -1)?sc->data[type]:NULL;
  12984. switch (skill_id)
  12985. {
  12986. case WZ_QUAGMIRE:
  12987. if (bl->type==BL_MOB)
  12988. break;
  12989. if (sce)
  12990. status_change_end(bl, type, INVALID_TIMER);
  12991. break;
  12992. case BD_LULLABY:
  12993. case BD_RICHMANKIM:
  12994. case BD_ETERNALCHAOS:
  12995. case BD_DRUMBATTLEFIELD:
  12996. case BD_RINGNIBELUNGEN:
  12997. case BD_ROKISWEIL:
  12998. case BD_INTOABYSS:
  12999. case BD_SIEGFRIED:
  13000. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13001. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13002. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13003. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13004. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13005. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13006. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13007. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13008. }
  13009. case MH_STEINWAND:
  13010. case MG_SAFETYWALL:
  13011. case AL_PNEUMA:
  13012. case SA_VOLCANO:
  13013. case SA_DELUGE:
  13014. case SA_VIOLENTGALE:
  13015. case CG_HERMODE:
  13016. case HW_GRAVITATION:
  13017. case HP_BASILICA:
  13018. case NJ_SUITON:
  13019. case SC_MAELSTROM:
  13020. case EL_WATER_BARRIER:
  13021. case EL_ZEPHYR:
  13022. case EL_POWER_OF_GAIA:
  13023. case SO_CLOUD_KILL:
  13024. case SO_WARMER:
  13025. case SO_FIRE_INSIGNIA:
  13026. case SO_WATER_INSIGNIA:
  13027. case SO_WIND_INSIGNIA:
  13028. case SO_EARTH_INSIGNIA:
  13029. case SC_BLOODYLUST:
  13030. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13031. case GN_FIRE_EXPANSION_TEAR_GAS:
  13032. case LG_KINGS_GRACE:
  13033. case NC_STEALTHFIELD:
  13034. case NC_NEUTRALBARRIER:
  13035. if (sce)
  13036. status_change_end(bl, type, INVALID_TIMER);
  13037. break;
  13038. case BA_DISSONANCE:
  13039. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13040. {
  13041. short i;
  13042. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13043. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  13044. type = status_skill2sc(i);
  13045. sce = (sc && type != -1)?sc->data[type]:NULL;
  13046. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13047. delete_timer(sce->timer, status_change_timer);
  13048. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13049. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13050. }
  13051. }
  13052. }
  13053. }
  13054. break;
  13055. case BA_POEMBRAGI:
  13056. case BA_WHISTLE:
  13057. case BA_ASSASSINCROSS:
  13058. case BA_APPLEIDUN:
  13059. case DC_HUMMING:
  13060. case DC_DONTFORGETME:
  13061. case DC_FORTUNEKISS:
  13062. case DC_SERVICEFORYOU:
  13063. if (sce)
  13064. {
  13065. delete_timer(sce->timer, status_change_timer);
  13066. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13067. //not possible on our current implementation.
  13068. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13069. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13070. }
  13071. break;
  13072. case PF_FOGWALL:
  13073. if (sce)
  13074. {
  13075. status_change_end(bl, type, INVALID_TIMER);
  13076. if ((sce=sc->data[SC_BLIND]))
  13077. {
  13078. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13079. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13080. else {
  13081. delete_timer(sce->timer, status_change_timer);
  13082. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13083. }
  13084. }
  13085. }
  13086. break;
  13087. case GD_LEADERSHIP:
  13088. case GD_GLORYWOUNDS:
  13089. case GD_SOULCOLD:
  13090. case GD_HAWKEYES:
  13091. if( !(sce && sce->val4) )
  13092. status_change_end(bl, type, INVALID_TIMER);
  13093. break;
  13094. }
  13095. return skill_id;
  13096. }
  13097. /*==========================================
  13098. * Invoked when a unit cell has been placed/removed/deleted.
  13099. * flag values:
  13100. * flag&1: Invoke onplace function (otherwise invoke onout)
  13101. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13102. * flag&8: Recursive
  13103. *------------------------------------------*/
  13104. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13105. {
  13106. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13107. struct skill_unit_group* group = unit->group;
  13108. unsigned int tick = va_arg(ap,unsigned int);
  13109. unsigned int flag = va_arg(ap,unsigned int);
  13110. uint16 skill_id;
  13111. bool dissonance = false;
  13112. bool isTarget = false;
  13113. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13114. return 0;
  13115. nullpo_ret(group);
  13116. if( !(flag&8) ) {
  13117. dissonance = skill_dance_switch(unit, 0);
  13118. //Target-type check.
  13119. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13120. }
  13121. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13122. skill_id = group->skill_id;
  13123. if( isTarget ){
  13124. if( flag&1 )
  13125. skill_unit_onplace(unit,bl,tick);
  13126. else {
  13127. if( skill_unit_onout(unit,bl,tick) == -1 )
  13128. return 0; // Don't let a Bard/Dancer update their own song timer
  13129. }
  13130. if( flag&4 )
  13131. skill_unit_onleft(skill_id, bl, tick);
  13132. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13133. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13134. if( dissonance ) {
  13135. skill_dance_switch(unit, 1);
  13136. //we placed a dissonance, let's update
  13137. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13138. }
  13139. return 0;
  13140. }
  13141. /**
  13142. * Check skill unit while receiving damage
  13143. * @param unit Skill unit
  13144. * @param damage Received damage
  13145. * @return Damage
  13146. */
  13147. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13148. {
  13149. struct skill_unit_group *sg;
  13150. nullpo_ret(unit);
  13151. nullpo_ret(sg = unit->group);
  13152. switch( sg->unit_id ) {
  13153. case UNT_BLASTMINE:
  13154. case UNT_SKIDTRAP:
  13155. case UNT_LANDMINE:
  13156. case UNT_SHOCKWAVE:
  13157. case UNT_SANDMAN:
  13158. case UNT_FLASHER:
  13159. case UNT_CLAYMORETRAP:
  13160. case UNT_FREEZINGTRAP:
  13161. case UNT_ANKLESNARE:
  13162. case UNT_ICEWALL:
  13163. case UNT_WALLOFTHORN:
  13164. case UNT_REVERBERATION:
  13165. case UNT_NETHERWORLD:
  13166. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13167. break;
  13168. default:
  13169. damage = 0;
  13170. break;
  13171. }
  13172. return damage;
  13173. }
  13174. /**
  13175. * Check char condition around the skill caster
  13176. * @param bl Char around area
  13177. * @param *c Counter for 'valid' condition found
  13178. * @param *p_sd Stores 'rid' of char found
  13179. * @param skill_id Skill ID
  13180. * @param skill_lv Level of used skill
  13181. */
  13182. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13183. {
  13184. int *c, skill_id, inf2;
  13185. struct block_list *src;
  13186. struct map_session_data *sd;
  13187. struct map_session_data *tsd;
  13188. int *p_sd; //Contains the list of characters found.
  13189. nullpo_ret(bl);
  13190. nullpo_ret(tsd=(struct map_session_data*)bl);
  13191. nullpo_ret(src=va_arg(ap,struct block_list *));
  13192. nullpo_ret(sd=(struct map_session_data*)src);
  13193. c=va_arg(ap,int *);
  13194. p_sd = va_arg(ap, int *);
  13195. skill_id = va_arg(ap,int);
  13196. inf2 = skill_get_inf2(skill_id);
  13197. if (skill_id == PR_BENEDICTIO) {
  13198. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13199. return 0;
  13200. }
  13201. else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET)) {
  13202. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13203. return 0;
  13204. }
  13205. else if (*c >= 1) // Check for one companion for all other cases.
  13206. return 0;
  13207. if (bl == src)
  13208. return 0;
  13209. if(pc_isdead(tsd))
  13210. return 0;
  13211. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13212. return 0;
  13213. if( inf2&INF2_CHORUS_SKILL ) {
  13214. if( tsd->status.party_id && sd->status.party_id &&
  13215. tsd->status.party_id == sd->status.party_id &&
  13216. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13217. p_sd[(*c)++] = tsd->bl.id;
  13218. return 1;
  13219. } else {
  13220. switch(skill_id) {
  13221. case PR_BENEDICTIO: {
  13222. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13223. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13224. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13225. && sd->status.sp >= 10)
  13226. p_sd[(*c)++]=tsd->bl.id;
  13227. return 1;
  13228. }
  13229. case AB_ADORAMUS:
  13230. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13231. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13232. p_sd[(*c)++] = tsd->bl.id;
  13233. return 1;
  13234. case WL_COMET:
  13235. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13236. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13237. p_sd[(*c)++] = tsd->bl.id;
  13238. return 1;
  13239. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13240. {
  13241. uint16 skill_lv;
  13242. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13243. return 0;
  13244. if (sd->status.sex != tsd->status.sex &&
  13245. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13246. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13247. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13248. sd->status.party_id && tsd->status.party_id &&
  13249. sd->status.party_id == tsd->status.party_id &&
  13250. !tsd->sc.data[SC_DANCING])
  13251. {
  13252. p_sd[(*c)++]=tsd->bl.id;
  13253. return skill_lv;
  13254. }
  13255. }
  13256. break;
  13257. }
  13258. }
  13259. return 0;
  13260. }
  13261. /**
  13262. * Checks and stores partners for ensemble skills [Skotlex]
  13263. * Max partners is 2.
  13264. * @param sd Caster
  13265. * @param skill_id
  13266. * @param skill_lv
  13267. * @param range Area range to check
  13268. * @param cast_flag Special handle
  13269. */
  13270. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13271. {
  13272. static int c=0;
  13273. static int p_sd[MAX_PARTY];
  13274. int i;
  13275. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  13276. if (!sd)
  13277. return 0;
  13278. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13279. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13280. if (cast_flag) { //Execute the skill on the partners.
  13281. struct map_session_data* tsd;
  13282. switch (skill_id) {
  13283. case PR_BENEDICTIO:
  13284. for (i = 0; i < c; i++) {
  13285. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13286. status_charge(&tsd->bl, 0, 10);
  13287. }
  13288. return c;
  13289. case AB_ADORAMUS:
  13290. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13291. i = 2 * (*skill_lv);
  13292. status_charge(&tsd->bl, 0, i);
  13293. }
  13294. break;
  13295. default: //Warning: Assuming Ensemble skills here (for speed)
  13296. if( is_chorus )
  13297. break;//Chorus skills are not to be parsed as ensambles
  13298. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13299. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13300. 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);
  13301. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13302. tsd->skill_id_dance = skill_id;
  13303. tsd->skill_lv_dance = *skill_lv;
  13304. }
  13305. return c;
  13306. }
  13307. }
  13308. //Else: new search for partners.
  13309. c = 0;
  13310. memset (p_sd, 0, sizeof(p_sd));
  13311. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13312. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13313. *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.
  13314. return c;
  13315. }
  13316. /**
  13317. * Sub function to count how many spawned mob is around.
  13318. * Some skills check with matched AI.
  13319. * @param rid Source ID
  13320. * @param mob_class Monster ID
  13321. * @param skill_id Used skill
  13322. * @param *c Counter for found monster
  13323. */
  13324. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13325. {
  13326. int *c,src_id,mob_class,skill;
  13327. uint16 ai;
  13328. struct mob_data *md;
  13329. md=(struct mob_data*)bl;
  13330. src_id=va_arg(ap,int);
  13331. mob_class=va_arg(ap,int);
  13332. skill=va_arg(ap,int);
  13333. c=va_arg(ap,int *);
  13334. 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);
  13335. if( md->master_id != src_id || md->special_state.ai != ai)
  13336. return 0; //Non alchemist summoned mobs have nothing to do here.
  13337. if(md->mob_id==mob_class)
  13338. (*c)++;
  13339. return 1;
  13340. }
  13341. /**
  13342. * Determines if a given skill should be made to consume ammo
  13343. * when used by the player. [Skotlex]
  13344. * @param sd Player
  13345. * @param skill_id Skill ID
  13346. * @return True if skill is need ammo; False otherwise.
  13347. */
  13348. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13349. {
  13350. return (
  13351. battle_config.arrow_decrement == 2 &&
  13352. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13353. skill_id != HT_PHANTASMIC &&
  13354. skill_get_type(skill_id) == BF_WEAPON &&
  13355. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  13356. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13357. );
  13358. }
  13359. /**
  13360. * Check SC required to cast a skill
  13361. * @param sc
  13362. * @param skill_id
  13363. * @return True if condition is met, False otherwise
  13364. **/
  13365. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  13366. uint8 c = 0;
  13367. struct status_change *sc = NULL;
  13368. if (!require->status_count)
  13369. return true;
  13370. nullpo_ret(sd);
  13371. if (!require || !skill_get_index(skill_id))
  13372. return false;
  13373. if (!(sc = &sd->sc)) {
  13374. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13375. return false;
  13376. }
  13377. /* May has multiple requirements */
  13378. for (c = 0; c < require->status_count; c++) {
  13379. enum sc_type req_sc = require->status[c];
  13380. if (req_sc == SC_NONE)
  13381. continue;
  13382. switch (req_sc) {
  13383. /* Official fail msg */
  13384. case SC_PUSH_CART:
  13385. if (!sc->data[SC_PUSH_CART]) {
  13386. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13387. return false;
  13388. }
  13389. break;
  13390. case SC_POISONINGWEAPON:
  13391. if (!sc->data[SC_POISONINGWEAPON]) {
  13392. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13393. return false;
  13394. }
  13395. break;
  13396. default:
  13397. if (!sc->data[req_sc]) {
  13398. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13399. return false;
  13400. }
  13401. break;
  13402. }
  13403. }
  13404. return true;
  13405. }
  13406. /**
  13407. * Check skill condition when cast begin
  13408. * For ammo, only check if the skill need ammo
  13409. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13410. * @param sd Player who uses skill
  13411. * @param skill_id ID of used skill
  13412. * @param skill_lv Level of used skill
  13413. * @return true: All condition passed, false: Failed
  13414. */
  13415. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13416. {
  13417. struct status_data *status;
  13418. struct status_change *sc;
  13419. struct skill_condition require;
  13420. int i;
  13421. uint32 inf2, inf3;
  13422. nullpo_retr(false,sd);
  13423. if (sd->chatID)
  13424. return false;
  13425. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13426. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13427. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13428. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13429. return true;
  13430. }
  13431. switch( sd->menuskill_id ) {
  13432. case AM_PHARMACY:
  13433. switch( skill_id ) {
  13434. case AM_PHARMACY:
  13435. case AC_MAKINGARROW:
  13436. case BS_REPAIRWEAPON:
  13437. case AM_TWILIGHT1:
  13438. case AM_TWILIGHT2:
  13439. case AM_TWILIGHT3:
  13440. return false;
  13441. }
  13442. break;
  13443. case GN_MIX_COOKING:
  13444. case GN_MAKEBOMB:
  13445. case GN_S_PHARMACY:
  13446. case GN_CHANGEMATERIAL:
  13447. if( sd->menuskill_id != skill_id )
  13448. return false;
  13449. break;
  13450. }
  13451. status = &sd->battle_status;
  13452. sc = &sd->sc;
  13453. if( !sc->count )
  13454. sc = NULL;
  13455. if( sd->skillitem == skill_id )
  13456. {
  13457. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13458. sd->state.abra_flag = 0;
  13459. else
  13460. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13461. if( (i = sd->itemindex) == -1 ||
  13462. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  13463. sd->inventory_data[i] == NULL ||
  13464. !sd->inventory_data[i]->flag.delay_consume ||
  13465. sd->inventory.u.items_inventory[i].amount < 1
  13466. )
  13467. { //Something went wrong, item exploit?
  13468. sd->itemid = sd->itemindex = -1;
  13469. return false;
  13470. }
  13471. //Consume
  13472. sd->itemid = sd->itemindex = -1;
  13473. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  13474. ; //Do not consume item.
  13475. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  13476. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13477. }
  13478. if(!sd->skillitem_keep_requirement)
  13479. return true;
  13480. }
  13481. if( pc_is90overweight(sd) ) {
  13482. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13483. return false;
  13484. }
  13485. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13486. return false;
  13487. //Checks if disabling skill - in which case no SP requirements are necessary
  13488. if( sc && skill_disable_check(sc,skill_id))
  13489. return true;
  13490. inf3 = skill_get_inf3(skill_id);
  13491. // Check the skills that can be used while mounted on a warg
  13492. if( pc_isridingwug(sd) ) {
  13493. if(!(inf3&INF3_USABLE_WARG))
  13494. return false; // in official there is no message.
  13495. }
  13496. if( pc_ismadogear(sd) ) {
  13497. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  13498. //Only Mechanic exlcusive skill can be used.
  13499. if(inf3&INF3_DIS_MADO){
  13500. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13501. return false;
  13502. }
  13503. }
  13504. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13505. // return false;
  13506. require = skill_get_requirement(sd,skill_id,skill_lv);
  13507. //Can only update state when weapon/arrow info is checked.
  13508. sd->state.arrow_atk = require.ammo?1:0;
  13509. // perform skill-group checks
  13510. inf2 = skill_get_inf2(skill_id);
  13511. if(inf2&INF2_CHORUS_SKILL) {
  13512. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  13513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13514. return false;
  13515. }
  13516. }
  13517. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13518. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13519. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13520. return false;
  13521. }
  13522. }
  13523. // perform skill-specific checks (and actions)
  13524. switch( skill_id ) {
  13525. case RG_GRAFFITI:
  13526. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  13527. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13528. return false;
  13529. }
  13530. break;
  13531. case SO_SPELLFIST:
  13532. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13533. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13534. return false;
  13535. }
  13536. case SA_CASTCANCEL:
  13537. if(sd->ud.skilltimer == INVALID_TIMER) {
  13538. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13539. return false;
  13540. }
  13541. break;
  13542. case AS_CLOAKING:
  13543. {
  13544. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13545. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13546. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13547. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13548. int di;
  13549. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13550. if( di == 8 ) {
  13551. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13552. return false;
  13553. }
  13554. }
  13555. break;
  13556. }
  13557. case AL_WARP:
  13558. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13559. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13560. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13561. return false;
  13562. }
  13563. break;
  13564. case MO_CALLSPIRITS:
  13565. if(sc && sc->data[SC_RAISINGDRAGON])
  13566. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13567. if(sd->spiritball >= skill_lv) {
  13568. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13569. return false;
  13570. }
  13571. break;
  13572. case MO_FINGEROFFENSIVE:
  13573. case GS_FLING:
  13574. case SR_RAMPAGEBLASTER:
  13575. case SR_RIDEINLIGHTNING:
  13576. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13577. sd->spiritball_old = require.spiritball = sd->spiritball;
  13578. else
  13579. sd->spiritball_old = require.spiritball;
  13580. break;
  13581. case MO_CHAINCOMBO:
  13582. if(!sc)
  13583. return false;
  13584. if(sc->data[SC_BLADESTOP])
  13585. break;
  13586. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13587. break;
  13588. return false;
  13589. case MO_COMBOFINISH:
  13590. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13591. return false;
  13592. break;
  13593. case CH_TIGERFIST:
  13594. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13595. return false;
  13596. break;
  13597. case CH_CHAINCRUSH:
  13598. if(!(sc && sc->data[SC_COMBO]))
  13599. return false;
  13600. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13601. return false;
  13602. break;
  13603. case MO_EXTREMITYFIST:
  13604. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13605. // return false;
  13606. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13607. break;
  13608. if( sc && sc->data[SC_COMBO] ) {
  13609. switch(sc->data[SC_COMBO]->val1) {
  13610. case MO_COMBOFINISH:
  13611. case CH_TIGERFIST:
  13612. case CH_CHAINCRUSH:
  13613. break;
  13614. default:
  13615. return false;
  13616. }
  13617. }
  13618. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13620. return false;
  13621. }
  13622. break;
  13623. case TK_MISSION:
  13624. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13625. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13626. return false;
  13627. }
  13628. break;
  13629. case TK_READYCOUNTER:
  13630. case TK_READYDOWN:
  13631. case TK_READYSTORM:
  13632. case TK_READYTURN:
  13633. case TK_JUMPKICK:
  13634. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13635. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13636. return false;
  13637. }
  13638. break;
  13639. case TK_TURNKICK:
  13640. case TK_STORMKICK:
  13641. case TK_DOWNKICK:
  13642. case TK_COUNTER:
  13643. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13644. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13645. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13646. return false; //Combo needs to be ready
  13647. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13648. //Do not repeat a kick.
  13649. if (sc->data[SC_COMBO]->val3 != skill_id)
  13650. break;
  13651. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13652. return false;
  13653. }
  13654. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13655. unit_cancel_combo(&sd->bl);
  13656. return false;
  13657. }
  13658. break; //Combo ready.
  13659. case BD_ADAPTATION:
  13660. {
  13661. int time;
  13662. if(!(sc && sc->data[SC_DANCING])) {
  13663. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13664. return false;
  13665. }
  13666. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13667. if (skill_get_time(
  13668. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13669. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13670. - time < skill_get_time2(skill_id,skill_lv))
  13671. {
  13672. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13673. return false;
  13674. }
  13675. }
  13676. break;
  13677. case PR_BENEDICTIO:
  13678. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13679. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13680. return false;
  13681. }
  13682. break;
  13683. case SL_SMA:
  13684. if(!(sc && sc->data[SC_SMA]))
  13685. return false;
  13686. break;
  13687. case HT_POWER:
  13688. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13689. return false;
  13690. break;
  13691. case CG_HERMODE:
  13692. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13693. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13694. return false;
  13695. }
  13696. break;
  13697. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13698. {
  13699. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13700. int size = range*2+1;
  13701. for (s=0;s<size*size;s++) {
  13702. int x = sd->bl.x+(s%size-range);
  13703. int y = sd->bl.y+(s/size-range);
  13704. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13706. return false;
  13707. }
  13708. }
  13709. }
  13710. break;
  13711. case PR_REDEMPTIO:
  13712. case LG_INSPIRATION:
  13713. {
  13714. unsigned int exp, exp_needp = 0;
  13715. switch (skill_id) {
  13716. case PR_REDEMPTIO:
  13717. exp_needp = battle_config.exp_cost_redemptio;
  13718. break;
  13719. case LG_INSPIRATION:
  13720. exp_needp = battle_config.exp_cost_inspiration;
  13721. break;
  13722. }
  13723. if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < exp_needp)) {
  13724. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13725. return false;
  13726. }
  13727. break;
  13728. }
  13729. case HP_BASILICA:
  13730. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13731. if( sd ) {
  13732. // When castbegin, needs 7x7 clear area
  13733. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13734. int size = range*2+1;
  13735. for( s=0;s<size*size;s++ ) {
  13736. int x = sd->bl.x+(s%size-range);
  13737. int y = sd->bl.y+(s/size-range);
  13738. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13739. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13740. return false;
  13741. }
  13742. }
  13743. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13744. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13745. return false;
  13746. }
  13747. }
  13748. }
  13749. break;
  13750. case AM_TWILIGHT2:
  13751. case AM_TWILIGHT3:
  13752. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13754. return false;
  13755. }
  13756. break;
  13757. case SG_SUN_WARM:
  13758. case SG_MOON_WARM:
  13759. case SG_STAR_WARM:
  13760. if (sc && sc->data[SC_MIRACLE])
  13761. break;
  13762. i = skill_id-SG_SUN_WARM;
  13763. if (sd->bl.m == sd->feel_map[i].m)
  13764. break;
  13765. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13766. return false;
  13767. break;
  13768. case SG_SUN_COMFORT:
  13769. case SG_MOON_COMFORT:
  13770. case SG_STAR_COMFORT:
  13771. if (sc && sc->data[SC_MIRACLE])
  13772. break;
  13773. i = skill_id-SG_SUN_COMFORT;
  13774. if (sd->bl.m == sd->feel_map[i].m &&
  13775. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13776. break;
  13777. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13778. return false;
  13779. case SG_FUSION:
  13780. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13781. break;
  13782. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13783. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13784. if( require.sp > 0 ) {
  13785. if (status->sp < (unsigned int)require.sp)
  13786. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13787. else
  13788. status_zap(&sd->bl, 0, require.sp);
  13789. }
  13790. return false;
  13791. case GD_BATTLEORDER:
  13792. case GD_REGENERATION:
  13793. case GD_RESTORE:
  13794. if (!map_flag_gvg2(sd->bl.m)) {
  13795. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13796. return false;
  13797. }
  13798. case GD_EMERGENCYCALL:
  13799. case GD_ITEMEMERGENCYCALL:
  13800. // other checks were already done in skill_isNotOk()
  13801. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13802. return false;
  13803. break;
  13804. case GS_GLITTERING:
  13805. if(sd->spiritball >= 10) {
  13806. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13807. return false;
  13808. }
  13809. break;
  13810. case NJ_ISSEN:
  13811. #ifdef RENEWAL
  13812. if (status->hp < (status->hp/100)) {
  13813. #else
  13814. if (status->hp < 2) {
  13815. #endif
  13816. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13817. return false;
  13818. }
  13819. case NJ_BUNSINJYUTSU:
  13820. if (!(sc && sc->data[SC_NEN])) {
  13821. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13822. return false;
  13823. }
  13824. break;
  13825. case NJ_ZENYNAGE:
  13826. case KO_MUCHANAGE:
  13827. if(sd->status.zeny < require.zeny) {
  13828. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13829. return false;
  13830. }
  13831. break;
  13832. case PF_HPCONVERSION:
  13833. if (status->sp == status->max_sp)
  13834. return false; //Unusable when at full SP.
  13835. break;
  13836. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13837. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13838. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13839. return false;
  13840. }
  13841. break;
  13842. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13843. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13844. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13845. return false;
  13846. }
  13847. break;
  13848. case AB_ANCILLA: {
  13849. int count = 0;
  13850. for( i = 0; i < MAX_INVENTORY; i++ )
  13851. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  13852. count += sd->inventory.u.items_inventory[i].amount;
  13853. if( count >= 3 ) {
  13854. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13855. return false;
  13856. }
  13857. }
  13858. break;
  13859. /**
  13860. * Keeping as a note:
  13861. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13862. */
  13863. //case AB_LAUDAAGNUS:
  13864. //case AB_LAUDARAMUS:
  13865. // if( !sd->status.party_id ) {
  13866. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13867. // return false;
  13868. // }
  13869. // break;
  13870. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13871. case WL_COMET:
  13872. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13873. && sd->special_state.no_gemstone == 0
  13874. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  13875. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13876. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13877. return false;
  13878. }
  13879. break;
  13880. case WL_SUMMONFB:
  13881. case WL_SUMMONBL:
  13882. case WL_SUMMONWB:
  13883. case WL_SUMMONSTONE:
  13884. if( sc ) {
  13885. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13886. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13887. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13888. return false;
  13889. }
  13890. }
  13891. break;
  13892. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13893. if( sc ) {
  13894. int j = 0;
  13895. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13896. if( sc->data[i] ) {
  13897. j++;
  13898. }
  13899. if( j < 4 ) { // Need 4 spheres minimum
  13900. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13901. return false;
  13902. }
  13903. }
  13904. else { // no status at all? no spheres present
  13905. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13906. return false;
  13907. }
  13908. break;
  13909. case GC_HALLUCINATIONWALK:
  13910. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13911. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13912. return false;
  13913. }
  13914. break;
  13915. case GC_COUNTERSLASH:
  13916. case GC_WEAPONCRUSH:
  13917. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13918. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13919. return false;
  13920. }
  13921. break;
  13922. case RA_WUGMASTERY:
  13923. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13924. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13925. return false;
  13926. }
  13927. break;
  13928. case RA_WUGSTRIKE:
  13929. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13930. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13931. return false;
  13932. }
  13933. break;
  13934. case RA_WUGRIDER:
  13935. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13936. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13937. return false;
  13938. }
  13939. break;
  13940. case RA_WUGDASH:
  13941. if(!pc_isridingwug(sd)) {
  13942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13943. return false;
  13944. }
  13945. else {
  13946. int16 sx = sd->bl.x;
  13947. int16 sy = sd->bl.y;
  13948. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  13949. switch (dir) {
  13950. case 0: case 8: sy++; break;
  13951. case 1: sx--; sy++; break;
  13952. case 2: sx--; break;
  13953. case 3: sx--; sy--; break;
  13954. case 4: sy--; break;
  13955. case 5: sx++; sy--; break;
  13956. case 6: sx++; break;
  13957. case 7: sx++; sy++; break;
  13958. }
  13959. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  13960. return false;
  13961. }
  13962. }
  13963. break;
  13964. case LG_BANDING:
  13965. if( sc && sc->data[SC_INSPIRATION] ) {
  13966. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13967. return false;
  13968. }
  13969. break;
  13970. case LG_PRESTIGE:
  13971. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13972. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13973. return false;
  13974. }
  13975. break;
  13976. case LG_RAGEBURST:
  13977. if( sd->spiritball == 0 ) {
  13978. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13979. return false;
  13980. }
  13981. sd->spiritball_old = require.spiritball = sd->spiritball;
  13982. break;
  13983. case LG_SHIELDSPELL: {
  13984. short index = sd->equip_index[EQI_HAND_L];
  13985. struct item_data *shield_data = NULL;
  13986. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13987. shield_data = sd->inventory_data[index];
  13988. 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.
  13989. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13990. break;
  13991. }
  13992. }
  13993. break;
  13994. case LG_RAYOFGENESIS:
  13995. case LG_HESPERUSLIT:
  13996. if (sc && sc->data[SC_INSPIRATION])
  13997. return true; // Don't check for partner.
  13998. if (!(sc && sc->data[SC_BANDING])) {
  13999. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14000. return false;
  14001. }
  14002. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3))
  14003. return false; // Just fails, no msg here.
  14004. break;
  14005. case SR_FALLENEMPIRE:
  14006. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14007. return false;
  14008. break;
  14009. case SR_CRESCENTELBOW:
  14010. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14011. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14012. return false;
  14013. }
  14014. break;
  14015. case SR_CURSEDCIRCLE:
  14016. if (map_flag_gvg(sd->bl.m)) {
  14017. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14018. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14019. char output[128];
  14020. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14021. clif_colormes(sd->fd,color_table[COLOR_RED], output);
  14022. return false;
  14023. }
  14024. }
  14025. if( sd->spiritball > 0 )
  14026. sd->spiritball_old = require.spiritball = sd->spiritball;
  14027. else {
  14028. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14029. return false;
  14030. }
  14031. break;
  14032. case SR_GATEOFHELL:
  14033. if( sd->spiritball > 0 )
  14034. sd->spiritball_old = require.spiritball;
  14035. break;
  14036. case SC_MANHOLE:
  14037. case SC_DIMENSIONDOOR:
  14038. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14039. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14040. return false;
  14041. }
  14042. break;
  14043. case SC_FEINTBOMB:
  14044. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  14045. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14046. return false;
  14047. }
  14048. break;
  14049. case WM_GREAT_ECHO: {
  14050. int count;
  14051. count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0);
  14052. if( count < 1 ) {
  14053. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  14054. return false;
  14055. } else
  14056. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14057. }
  14058. break;
  14059. case SO_FIREWALK:
  14060. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14061. if( sc && sc->data[SC_PROPERTYWALK] &&
  14062. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14063. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14064. return false;
  14065. }
  14066. break;
  14067. case SO_EL_CONTROL:
  14068. if( !sd->status.ele_id || !sd->ed ) {
  14069. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14070. return false;
  14071. }
  14072. break;
  14073. case RETURN_TO_ELDICASTES:
  14074. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  14075. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14076. return false;
  14077. }
  14078. break;
  14079. case KO_JYUMONJIKIRI:
  14080. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  14081. return true;
  14082. else {
  14083. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14084. return false;
  14085. }
  14086. break;
  14087. case KO_KAHU_ENTEN:
  14088. case KO_HYOUHU_HUBUKI:
  14089. case KO_KAZEHU_SEIRAN:
  14090. case KO_DOHU_KOUKAI:
  14091. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14092. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14093. return false;
  14094. }
  14095. break;
  14096. case KO_KAIHOU:
  14097. case KO_ZENKAI:
  14098. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14099. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14100. return false;
  14101. }
  14102. break;
  14103. }
  14104. /* check state required */
  14105. switch (require.state) {
  14106. case ST_HIDDEN:
  14107. if(!pc_ishiding(sd)) {
  14108. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14109. return false;
  14110. }
  14111. break;
  14112. case ST_RIDING:
  14113. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14114. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14115. return false;
  14116. }
  14117. break;
  14118. case ST_FALCON:
  14119. if(!pc_isfalcon(sd)) {
  14120. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14121. return false;
  14122. }
  14123. break;
  14124. case ST_CART:
  14125. if(!pc_iscarton(sd)) {
  14126. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14127. return false;
  14128. }
  14129. break;
  14130. case ST_SHIELD:
  14131. if(sd->status.shield <= 0) {
  14132. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14133. return false;
  14134. }
  14135. break;
  14136. case ST_RECOV_WEIGHT_RATE:
  14137. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  14138. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14139. return false;
  14140. }
  14141. break;
  14142. case ST_MOVE_ENABLE:
  14143. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14144. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14145. if (!unit_can_move(&sd->bl)) {
  14146. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14147. return false;
  14148. }
  14149. break;
  14150. case ST_WATER:
  14151. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14152. break;
  14153. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  14154. break;
  14155. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14156. return false;
  14157. case ST_RIDINGDRAGON:
  14158. if( !pc_isridingdragon(sd) ) {
  14159. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14160. return false;
  14161. }
  14162. break;
  14163. case ST_WUG:
  14164. if( !pc_iswug(sd) ) {
  14165. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14166. return false;
  14167. }
  14168. break;
  14169. case ST_RIDINGWUG:
  14170. if( !pc_isridingwug(sd) ) {
  14171. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14172. return false;
  14173. }
  14174. break;
  14175. case ST_MADO:
  14176. if( !pc_ismadogear(sd) ) {
  14177. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14178. return false;
  14179. }
  14180. break;
  14181. case ST_ELEMENTALSPIRIT:
  14182. case ST_ELEMENTALSPIRIT2:
  14183. if(!sd->ed) {
  14184. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14185. return false;
  14186. }
  14187. break;
  14188. case ST_PECO:
  14189. if(!pc_isriding(sd)) {
  14190. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14191. return false;
  14192. }
  14193. break;
  14194. }
  14195. /* check the status required */
  14196. if (require.status_count) {
  14197. switch (skill_id) {
  14198. // Being checked later in skill_check_condition_castend()
  14199. case WZ_SIGHTRASHER:
  14200. break;
  14201. default:
  14202. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14203. return false;
  14204. break;
  14205. }
  14206. }
  14207. //check if equipped item
  14208. if (require.eqItem_count) {
  14209. for (i = 0; i < require.eqItem_count; i++) {
  14210. uint16 reqeqit = require.eqItem[i];
  14211. if (!reqeqit)
  14212. break; //no required item; get out of here
  14213. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14214. if (i == require.eqItem_count) {
  14215. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14216. return false;
  14217. }
  14218. } else
  14219. break; // Wearing an applicable item.
  14220. }
  14221. }
  14222. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14223. //mhp is the max-hp-requirement, that is,
  14224. //you must have this % or less of HP to cast it.
  14225. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14226. return false;
  14227. }
  14228. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14229. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14230. return false;
  14231. }
  14232. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14233. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14234. return false;
  14235. }
  14236. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14237. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14238. return false;
  14239. }
  14240. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  14241. (require.spiritball == -1 && sd->spiritball < 1) ) {
  14242. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  14243. return false;
  14244. }
  14245. return true;
  14246. }
  14247. /**
  14248. * Check skill condition when cast end.
  14249. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14250. * @param sd Player who uses skill
  14251. * @param skill_id ID of used skill
  14252. * @param skill_lv Level of used skill
  14253. * @return true: All condition passed, false: Failed
  14254. */
  14255. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14256. {
  14257. struct skill_condition require;
  14258. struct status_data *status;
  14259. int i;
  14260. short index[MAX_SKILL_ITEM_REQUIRE];
  14261. nullpo_retr(false,sd);
  14262. if( sd->chatID )
  14263. return false;
  14264. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14265. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14266. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14267. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14268. return true;
  14269. }
  14270. switch( sd->menuskill_id ) { // Cast start or cast end??
  14271. case AM_PHARMACY:
  14272. switch( skill_id ) {
  14273. case AM_PHARMACY:
  14274. case AC_MAKINGARROW:
  14275. case BS_REPAIRWEAPON:
  14276. case AM_TWILIGHT1:
  14277. case AM_TWILIGHT2:
  14278. case AM_TWILIGHT3:
  14279. return false;
  14280. }
  14281. break;
  14282. case GN_MIX_COOKING:
  14283. case GN_MAKEBOMB:
  14284. case GN_S_PHARMACY:
  14285. case GN_CHANGEMATERIAL:
  14286. if( sd->menuskill_id != skill_id )
  14287. return false;
  14288. break;
  14289. }
  14290. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  14291. return true;
  14292. if( pc_is90overweight(sd) ) {
  14293. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14294. return false;
  14295. }
  14296. // perform skill-specific checks (and actions)
  14297. switch( skill_id ) {
  14298. case PR_BENEDICTIO:
  14299. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14300. break;
  14301. case AM_CANNIBALIZE:
  14302. case AM_SPHEREMINE: {
  14303. int c=0;
  14304. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  14305. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14306. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14307. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14308. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14309. if(c >= maxcount ||
  14310. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14311. { //Fails when: exceed max limit. There are other plant types already out.
  14312. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14313. return false;
  14314. }
  14315. }
  14316. break;
  14317. }
  14318. case NC_SILVERSNIPER:
  14319. case NC_MAGICDECOY: {
  14320. int c = 0;
  14321. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14322. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  14323. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14324. if( skill_id == NC_MAGICDECOY ) {
  14325. int j;
  14326. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14327. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14328. } else
  14329. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14330. if( c >= maxcount ) {
  14331. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14332. return false;
  14333. }
  14334. }
  14335. }
  14336. break;
  14337. case KO_ZANZOU: {
  14338. int c = 0;
  14339. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14340. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14341. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14342. return false;
  14343. }
  14344. }
  14345. break;
  14346. }
  14347. status = &sd->battle_status;
  14348. require = skill_get_requirement(sd,skill_id,skill_lv);
  14349. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  14350. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14351. return false;
  14352. }
  14353. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14354. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14355. return false;
  14356. }
  14357. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  14358. uint8 extra_ammo = 0;
  14359. #ifdef RENEWAL
  14360. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  14361. case WM_SEVERE_RAINSTORM:
  14362. case RL_R_TRIP:
  14363. case RL_FIRE_RAIN:
  14364. extra_ammo = 1;
  14365. break;
  14366. default:
  14367. break;
  14368. }
  14369. #endif
  14370. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  14371. clif_arrow_fail(sd,0);
  14372. return false;
  14373. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  14374. char e_msg[100];
  14375. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  14376. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  14377. return false;
  14378. }
  14379. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14380. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14381. return false;
  14382. }
  14383. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14384. skill_get_desc(skill_id),
  14385. require.ammo_qty,
  14386. itemdb_jname(sd->inventory.u.items_inventory[i].nameid));
  14387. clif_colormes(sd->fd,color_table[COLOR_RED],e_msg);
  14388. return false;
  14389. }
  14390. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14391. //which is the closest we have to wrong ammo type. [Skotlex]
  14392. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14393. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14394. return false;
  14395. }
  14396. }
  14397. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14398. if( !require.itemid[i] )
  14399. continue;
  14400. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14401. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  14402. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14404. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14405. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14406. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14407. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14408. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14409. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14410. else if( require.itemid[i] == ITEMID_ANCILLA )
  14411. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14412. else {
  14413. char output[CHAT_SIZE_MAX];
  14414. //Official is using msgstringtable.txt for each requirement failure
  14415. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14416. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  14417. clif_colormes(sd->fd,color_table[COLOR_RED],output);
  14418. }
  14419. return false;
  14420. }
  14421. }
  14422. /* check the status required */
  14423. if (require.status_count) {
  14424. switch (skill_id) {
  14425. case WZ_SIGHTRASHER:
  14426. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14427. return false;
  14428. break;
  14429. default:
  14430. break;
  14431. }
  14432. }
  14433. return true;
  14434. }
  14435. /** Consume skill requirement
  14436. * @param sd Player who uses the skill
  14437. * @param skill_id ID of used skill
  14438. * @param skill_lv Level of used skill
  14439. * @param type Consume type
  14440. * type&1: consume the others (before skill was used);
  14441. * type&2: consume items (after skill was used)
  14442. */
  14443. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14444. {
  14445. struct skill_condition require;
  14446. nullpo_retv(sd);
  14447. require = skill_get_requirement(sd,skill_id,skill_lv);
  14448. if( type&1 ) {
  14449. switch( skill_id ) {
  14450. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14451. case MC_IDENTIFY:
  14452. require.sp = 0;
  14453. break;
  14454. case MO_KITRANSLATION:
  14455. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14456. require.spiritball = 0;
  14457. //Fall through
  14458. default:
  14459. if(sd->state.autocast)
  14460. require.sp = 0;
  14461. break;
  14462. }
  14463. if(require.hp || require.sp)
  14464. status_zap(&sd->bl, require.hp, require.sp);
  14465. if(require.spiritball > 0)
  14466. pc_delspiritball(sd,require.spiritball,0);
  14467. else if(require.spiritball == -1) {
  14468. sd->spiritball_old = sd->spiritball;
  14469. pc_delspiritball(sd,sd->spiritball,0);
  14470. }
  14471. if(require.zeny > 0)
  14472. {
  14473. if( skill_id == NJ_ZENYNAGE )
  14474. require.zeny = 0; //Zeny is reduced on skill_attack.
  14475. if( sd->status.zeny < require.zeny )
  14476. require.zeny = sd->status.zeny;
  14477. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14478. }
  14479. }
  14480. if( type&2 ) {
  14481. struct status_change *sc = &sd->sc;
  14482. int n,i;
  14483. if( !sc->count )
  14484. sc = NULL;
  14485. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14486. {
  14487. if( !require.itemid[i] )
  14488. continue;
  14489. if( itemdb_group_item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  14490. continue; //Gemstones are checked, but not substracted from inventory.
  14491. switch( skill_id ){
  14492. case SA_SEISMICWEAPON:
  14493. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14494. continue;
  14495. break;
  14496. case SA_FLAMELAUNCHER:
  14497. case SA_VOLCANO:
  14498. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14499. continue;
  14500. break;
  14501. case SA_FROSTWEAPON:
  14502. case SA_DELUGE:
  14503. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14504. continue;
  14505. break;
  14506. case SA_LIGHTNINGLOADER:
  14507. case SA_VIOLENTGALE:
  14508. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14509. continue;
  14510. break;
  14511. }
  14512. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14513. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14514. }
  14515. }
  14516. }
  14517. /**
  14518. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14519. * @param sd Player's that will be checked
  14520. * @param skill_id Skill that's being used
  14521. * @param skill_lv Skill level of used skill
  14522. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14523. */
  14524. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14525. {
  14526. struct skill_condition req;
  14527. struct status_data *status;
  14528. struct status_change *sc;
  14529. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14530. uint16 idx;
  14531. bool level_dependent = false;
  14532. memset(&req,0,sizeof(req));
  14533. if( !sd )
  14534. return req;
  14535. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  14536. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14537. sc = &sd->sc;
  14538. if( !sc->count )
  14539. sc = NULL;
  14540. //Checks if disabling skill - in which case no SP requirements are necessary
  14541. if( sc && skill_disable_check(sc,skill_id) )
  14542. return req;
  14543. idx = skill_get_index(skill_id);
  14544. if( idx == 0 ) // invalid skill id
  14545. return req;
  14546. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14547. status = &sd->battle_status;
  14548. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14549. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14550. if(hp_rate > 0)
  14551. req.hp += (status->hp * hp_rate)/100;
  14552. else
  14553. req.hp += (status->max_hp * (-hp_rate))/100;
  14554. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14555. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14556. req.sp /= 2;
  14557. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14558. if(sp_rate > 0)
  14559. req.sp += (status->sp * sp_rate)/100;
  14560. else
  14561. req.sp += (status->max_sp * (-sp_rate))/100;
  14562. if( sd->dsprate != 100 )
  14563. req.sp = req.sp * sd->dsprate / 100;
  14564. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14565. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14566. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14567. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14568. if( i < ARRAYLENGTH(sd->skillusesp) )
  14569. req.sp -= sd->skillusesp[i].val;
  14570. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14571. if( sc ) {
  14572. if( sc->data[SC__LAZINESS] )
  14573. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14574. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14575. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14576. if( sc->data[SC_RECOGNIZEDSPELL] )
  14577. req.sp += req.sp / 4;
  14578. if( sc->data[SC_OFFERTORIUM])
  14579. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14580. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14581. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14582. }
  14583. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14584. if( sc && sc->data[SC__UNLUCKY] ) {
  14585. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14586. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14587. else
  14588. req.zeny += 1000;
  14589. }
  14590. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14591. req.state = skill_db[idx]->require.state;
  14592. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14593. req.weapon = skill_db[idx]->require.weapon;
  14594. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14595. if (req.ammo_qty)
  14596. req.ammo = skill_db[idx]->require.ammo;
  14597. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14598. { //Assume this skill is using the weapon, therefore it requires arrows.
  14599. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14600. req.ammo_qty = 1;
  14601. }
  14602. req.status_count = skill_db[idx]->require.status_count;
  14603. req.status = skill_db[idx]->require.status;
  14604. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14605. req.eqItem = skill_db[idx]->require.eqItem;
  14606. switch( skill_id ) {
  14607. /* Skill level-dependent checks */
  14608. case NC_SHAPESHIFT: // NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14609. case NC_REPAIR: // NOTE: Please make sure Repair_Kit in the last position in skill_require_db.txt
  14610. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14611. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14612. case KO_MAKIBISHI:
  14613. case GN_FIRE_EXPANSION:
  14614. case SO_SUMMON_AGNI:
  14615. case SO_SUMMON_AQUA:
  14616. case SO_SUMMON_VENTUS:
  14617. case SO_SUMMON_TERA:
  14618. case SO_WATER_INSIGNIA:
  14619. case SO_FIRE_INSIGNIA:
  14620. case SO_WIND_INSIGNIA:
  14621. case SO_EARTH_INSIGNIA:
  14622. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14623. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14624. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14625. level_dependent = true;
  14626. /* Normal skill requirements and gemstone checks */
  14627. default:
  14628. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14629. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14630. if (!level_dependent) {
  14631. switch( skill_id ) {
  14632. case AM_POTIONPITCHER:
  14633. case CR_SLIMPITCHER:
  14634. case CR_CULTIVATION:
  14635. if (i != skill_lv%11 - 1)
  14636. continue;
  14637. break;
  14638. case AM_CALLHOMUN:
  14639. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14640. continue;
  14641. break;
  14642. case AB_ADORAMUS:
  14643. if( itemdb_group_item_exists(IG_GEMSTONE, skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14644. continue;
  14645. break;
  14646. case WL_COMET:
  14647. if( itemdb_group_item_exists(IG_GEMSTONE, skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14648. continue;
  14649. break;
  14650. }
  14651. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14652. req.amount[i] = skill_db[idx]->require.amount[i];
  14653. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14654. int16 itIndex;
  14655. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  14656. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14657. req.itemid[i] = ITEMID_TRAP;
  14658. else
  14659. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14660. req.amount[i] = 1;
  14661. }
  14662. break;
  14663. }
  14664. }
  14665. // Check requirement for gemstone.
  14666. if (itemdb_group_item_exists(IG_GEMSTONE, req.itemid[i])) {
  14667. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14668. req.itemid[i] = req.amount[i] = 0;
  14669. else {
  14670. if( sd->special_state.no_gemstone )
  14671. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14672. if( skill_id != SA_ABRACADABRA )
  14673. req.itemid[i] = req.amount[i] = 0;
  14674. else if( --req.amount[i] < 1 )
  14675. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14676. }
  14677. if(sc && sc->data[SC_INTOABYSS])
  14678. {
  14679. if( skill_id != SA_ABRACADABRA )
  14680. req.itemid[i] = req.amount[i] = 0;
  14681. else if( --req.amount[i] < 1 )
  14682. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14683. }
  14684. }
  14685. }
  14686. // Check requirement for Magic Gear Fuel
  14687. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
  14688. if (sd->special_state.no_mado_fuel)
  14689. {
  14690. req.itemid[i] = req.amount[i] = 0;
  14691. }
  14692. }
  14693. }
  14694. break;
  14695. }
  14696. // Check for cost reductions due to skills & SCs
  14697. switch(skill_id) {
  14698. case MC_MAMMONITE:
  14699. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14700. req.zeny -= req.zeny*10/100;
  14701. break;
  14702. case AL_HOLYLIGHT:
  14703. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14704. req.sp *= 5;
  14705. break;
  14706. case SL_SMA:
  14707. case SL_STUN:
  14708. case SL_STIN:
  14709. {
  14710. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14711. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14712. break;
  14713. if(sd->status.base_level>=90)
  14714. req.sp -= req.sp*7*kaina_lv/100;
  14715. else if(sd->status.base_level>=80)
  14716. req.sp -= req.sp*5*kaina_lv/100;
  14717. else if(sd->status.base_level>=70)
  14718. req.sp -= req.sp*3*kaina_lv/100;
  14719. }
  14720. break;
  14721. case MO_CHAINCOMBO:
  14722. case MO_COMBOFINISH:
  14723. case CH_TIGERFIST:
  14724. case CH_CHAINCRUSH:
  14725. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14726. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14727. break;
  14728. case MO_BODYRELOCATION:
  14729. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14730. req.spiritball = 0;
  14731. break;
  14732. case MO_EXTREMITYFIST:
  14733. if( sc ) {
  14734. if( sc->data[SC_BLADESTOP] )
  14735. req.spiritball--;
  14736. else if( sc->data[SC_COMBO] ) {
  14737. switch( sc->data[SC_COMBO]->val1 ) {
  14738. case MO_COMBOFINISH:
  14739. req.spiritball = 4;
  14740. break;
  14741. case CH_TIGERFIST:
  14742. req.spiritball = 3;
  14743. break;
  14744. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14745. req.spiritball = sd->spiritball?sd->spiritball:1;
  14746. break;
  14747. }
  14748. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14749. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14750. }
  14751. break;
  14752. case SR_RAMPAGEBLASTER:
  14753. req.spiritball = sd->spiritball?sd->spiritball:15;
  14754. break;
  14755. case LG_RAGEBURST:
  14756. req.spiritball = sd->spiritball?sd->spiritball:1;
  14757. break;
  14758. case SR_GATEOFHELL:
  14759. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14760. req.sp -= req.sp * 10 / 100;
  14761. break;
  14762. case SO_SUMMON_AGNI:
  14763. case SO_SUMMON_AQUA:
  14764. case SO_SUMMON_VENTUS:
  14765. case SO_SUMMON_TERA: {
  14766. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14767. if( spirit_sympathy )
  14768. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14769. }
  14770. break;
  14771. case SO_PSYCHIC_WAVE:
  14772. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14773. req.sp += req.sp / 2; // 1.5x SP cost
  14774. break;
  14775. }
  14776. //Check if player is using the copied skill [Cydh]
  14777. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14778. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14779. if (req_opt&0x0001) req.hp = 0;
  14780. if (req_opt&0x0002) req.mhp = 0;
  14781. if (req_opt&0x0004) req.sp = 0;
  14782. if (req_opt&0x0008) req.hp_rate = 0;
  14783. if (req_opt&0x0010) req.sp_rate = 0;
  14784. if (req_opt&0x0020) req.zeny = 0;
  14785. if (req_opt&0x0040) req.weapon = 0;
  14786. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14787. if (req_opt&0x0100) req.state = ST_NONE;
  14788. if (req_opt&0x0200) req.status_count = 0;
  14789. if (req_opt&0x0400) req.spiritball = 0;
  14790. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14791. if (req_opt&0x1000) req.eqItem_count = 0;
  14792. }
  14793. return req;
  14794. }
  14795. /*==========================================
  14796. * Does cast-time reductions based on dex, item bonuses and config setting
  14797. *------------------------------------------*/
  14798. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14799. double time = skill_get_cast(skill_id, skill_lv);
  14800. nullpo_ret(bl);
  14801. #ifndef RENEWAL_CAST
  14802. {
  14803. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  14804. struct status_change *sc = status_get_sc(bl);
  14805. int reduce_cast_rate = 0;
  14806. uint8 flag = skill_get_castnodex(skill_id);
  14807. // Calculate base cast time (reduced by dex)
  14808. if (!(flag&1)) {
  14809. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14810. if (scale > 0) // not instant cast
  14811. time = time * (float)scale / battle_config.castrate_dex_scale;
  14812. else
  14813. return 0; // instant cast
  14814. }
  14815. // Calculate cast time reduced by item/card bonuses
  14816. if (sd) {
  14817. int i;
  14818. if (!(flag&4) && sd->castrate != 100)
  14819. reduce_cast_rate += 100 - sd->castrate;
  14820. // Skill-specific reductions work regardless of flag
  14821. for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14822. if (sd->skillcastrate[i].id == skill_id) {
  14823. time += time * sd->skillcastrate[i].val / 100;
  14824. break;
  14825. }
  14826. }
  14827. }
  14828. // These cast time reductions are processed even if the skill fails
  14829. if (sc && sc->count) {
  14830. // Magic Strings stacks additively with item bonuses
  14831. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  14832. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14833. // Foresight halves the cast time, it does not stack additively
  14834. if (sc->data[SC_MEMORIZE]) {
  14835. if(!(flag&2))
  14836. time -= time * 50 / 100;
  14837. // Foresight counter gets reduced even if the skill is not affected by it
  14838. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14839. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14840. }
  14841. }
  14842. time = time * (1 - (float)reduce_cast_rate / 100);
  14843. }
  14844. #endif
  14845. // config cast time multiplier
  14846. if (battle_config.cast_rate != 100)
  14847. time = time * battle_config.cast_rate / 100;
  14848. // return final cast time
  14849. time = max(time, 0);
  14850. //ShowInfo("Castime castfix = %f\n",time);
  14851. return (int)time;
  14852. }
  14853. #ifndef RENEWAL_CAST
  14854. /**
  14855. * Get the skill cast time for Pre-Re cast
  14856. * @param bl: The caster
  14857. * @param time: Cast time before Status Change addition or reduction
  14858. * @return time: Modified castime after status change addition or reduction
  14859. */
  14860. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  14861. {
  14862. struct status_change *sc = status_get_sc(bl);
  14863. if (time < 0)
  14864. return 0;
  14865. if (bl->type == BL_MOB)
  14866. return (int)time;
  14867. if (sc && sc->count) {
  14868. if (!(flag&2)) {
  14869. if (sc->data[SC_SLOWCAST])
  14870. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14871. if (sc->data[SC_PARALYSIS])
  14872. time += sc->data[SC_PARALYSIS]->val3;
  14873. if (sc->data[SC_IZAYOI])
  14874. time -= time * 50 / 100;
  14875. }
  14876. if (sc->data[SC_SUFFRAGIUM]) {
  14877. if(!(flag&2))
  14878. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14879. //Suffragium ends even if the skill is not affected by it
  14880. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14881. }
  14882. }
  14883. time = max(time, 0);
  14884. //ShowInfo("Castime castfix_sc = %f\n",time);
  14885. return (int)time;
  14886. }
  14887. #else
  14888. /**
  14889. * Get the skill cast time for RENEWAL_CAST.
  14890. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14891. * Additive value:
  14892. * Variable CastTime : time += value
  14893. * Fixed CastTime : fixed += value
  14894. * Multipicative value
  14895. * Variable CastTime : VARCAST_REDUCTION(value)
  14896. * Fixed CastTime : FIXEDCASTRATE2(value)
  14897. * @param bl: The caster
  14898. * @param time: Cast time without reduction
  14899. * @param skill_id: Skill ID of the casted skill
  14900. * @param skill_lv: Skill level of the casted skill
  14901. * @return time: Modified castime after status and bonus addition or reduction
  14902. */
  14903. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14904. {
  14905. struct status_change *sc = status_get_sc(bl);
  14906. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14907. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  14908. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  14909. nullpo_ret(bl);
  14910. if (time < 0)
  14911. return 0;
  14912. if (bl->type == BL_MOB)
  14913. return (int)time;
  14914. if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
  14915. fixed = 0;
  14916. else if (fixed == 0) {
  14917. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14918. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14919. }
  14920. // Additive Variable Cast bonus adjustments by items
  14921. if (sd && !(flag&4)) {
  14922. if (sd->bonus.varcastrate != 0)
  14923. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  14924. if (sd->bonus.fixcastrate != 0)
  14925. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  14926. if (sd->bonus.add_varcast != 0)
  14927. time += sd->bonus.add_varcast; // bonus bVariableCast
  14928. if (sd->bonus.add_fixcast != 0)
  14929. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14930. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  14931. if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
  14932. fixed += sd->skillfixcast[i].val;
  14933. break;
  14934. }
  14935. }
  14936. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
  14937. if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
  14938. time += sd->skillvarcast[i].val;
  14939. break;
  14940. }
  14941. }
  14942. for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14943. if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
  14944. reduce_cast_rate += sd->skillcastrate[i].val;
  14945. break;
  14946. }
  14947. }
  14948. for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
  14949. if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
  14950. fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
  14951. break;
  14952. }
  14953. }
  14954. }
  14955. // Adjusted by active statuses
  14956. if (sc && sc->count && !(flag&2)) {
  14957. // Multiplicative Variable CastTime values
  14958. if (sc->data[SC_SLOWCAST])
  14959. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  14960. if (sc->data[SC__LAZINESS])
  14961. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  14962. if (sc->data[SC_SUFFRAGIUM]) {
  14963. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  14964. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14965. }
  14966. if (sc->data[SC_MEMORIZE]) {
  14967. reduce_cast_rate += 50;
  14968. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14969. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14970. }
  14971. if (sc->data[SC_POEMBRAGI])
  14972. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14973. if (sc->data[SC_IZAYOI])
  14974. VARCAST_REDUCTION(50);
  14975. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  14976. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  14977. if (sc->data[SC_TELEKINESIS_INTENSE])
  14978. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  14979. // Multiplicative Fixed CastTime values
  14980. if (sc->data[SC_SECRAMENT])
  14981. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  14982. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  14983. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  14984. if (sc->data[SC_DANCEWITHWUG])
  14985. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  14986. if (sc->data[SC_HEAT_BARREL])
  14987. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  14988. // Additive Fixed CastTime values
  14989. if (sc->data[SC_MANDRAGORA])
  14990. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  14991. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  14992. fixed -= 1000;
  14993. if (sc->data[SC_IZAYOI])
  14994. fixed = 0;
  14995. }
  14996. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  14997. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  14998. if (varcast_r < 0)
  14999. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15000. // Apply Variable CastTime calculation by INT & DEX
  15001. if (!(flag&1))
  15002. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15003. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15004. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15005. return (int)time;
  15006. }
  15007. #endif
  15008. /*==========================================
  15009. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15010. *------------------------------------------*/
  15011. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15012. {
  15013. int delaynodex = skill_get_delaynodex(skill_id);
  15014. int time = skill_get_delay(skill_id, skill_lv);
  15015. struct map_session_data *sd;
  15016. struct status_change *sc = status_get_sc(bl);
  15017. nullpo_ret(bl);
  15018. sd = BL_CAST(BL_PC, bl);
  15019. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  15020. return 0; //Will use picked skill's delay.
  15021. if (bl->type&battle_config.no_skill_delay)
  15022. return battle_config.min_skill_delay_limit;
  15023. if (time < 0)
  15024. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15025. // Delay reductions
  15026. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15027. case MO_TRIPLEATTACK:
  15028. case MO_CHAINCOMBO:
  15029. case MO_COMBOFINISH:
  15030. case CH_TIGERFIST:
  15031. case CH_CHAINCRUSH:
  15032. case SR_DRAGONCOMBO:
  15033. case SR_FALLENEMPIRE:
  15034. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15035. if (time == 0)
  15036. time = 1000;
  15037. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15038. break;
  15039. case HP_BASILICA:
  15040. if (sc && !sc->data[SC_BASILICA])
  15041. time = 0; // There is no Delay on Basilica creation, only on cancel
  15042. break;
  15043. default:
  15044. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15045. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15046. if (scale > 0)
  15047. time = time * scale / battle_config.castrate_dex_scale;
  15048. else //To be capped later to minimum.
  15049. time = 0;
  15050. }
  15051. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15052. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15053. if (scale > 0)
  15054. time = time * scale / battle_config.castrate_dex_scale;
  15055. else //To be capped later to minimum.
  15056. time = 0;
  15057. }
  15058. }
  15059. if (sc && sc->data[SC_SPIRIT]) {
  15060. switch (skill_id) {
  15061. case CR_SHIELDBOOMERANG:
  15062. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15063. time /= 2;
  15064. break;
  15065. case AS_SONICBLOW:
  15066. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15067. time /= 2;
  15068. break;
  15069. }
  15070. }
  15071. if (!(delaynodex&2)) {
  15072. if (sc && sc->count) {
  15073. if (sc->data[SC_POEMBRAGI])
  15074. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15075. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15076. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15077. }
  15078. }
  15079. if (!(delaynodex&4) && sd && sd->delayrate != 100)
  15080. time = time * sd->delayrate / 100;
  15081. if (battle_config.delay_rate != 100)
  15082. time = time * battle_config.delay_rate / 100;
  15083. //ShowInfo("Delay delayfix = %d\n",time);
  15084. return max(time,0);
  15085. }
  15086. /*==========================================
  15087. * Weapon Repair [Celest/DracoRPG]
  15088. *------------------------------------------*/
  15089. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15090. unsigned short material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
  15091. struct item *item;
  15092. struct map_session_data *target_sd;
  15093. nullpo_retv(sd);
  15094. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15095. return;
  15096. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15097. return;
  15098. if( idx < 0 || idx >= MAX_INVENTORY )
  15099. return; //Invalid index??
  15100. item = &target_sd->inventory.u.items_inventory[idx];
  15101. if( !item->nameid || !item->attribute )
  15102. return; //Again invalid item....
  15103. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15104. clif_item_repaireffect(sd, idx, 1);
  15105. return;
  15106. }
  15107. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15108. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15109. else
  15110. material = materials [2]; // Armors consume 1 Steel
  15111. if ( pc_search_inventory(sd,material) < 0 ) {
  15112. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15113. return;
  15114. }
  15115. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15116. item->attribute = 0;/* clear broken state */
  15117. clif_equiplist(target_sd);
  15118. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15119. clif_item_repaireffect(sd,idx,0);
  15120. if( sd != target_sd )
  15121. clif_item_repaireffect(target_sd,idx,0);
  15122. }
  15123. /*==========================================
  15124. * Item Appraisal
  15125. *------------------------------------------*/
  15126. void skill_identify(struct map_session_data *sd, int idx)
  15127. {
  15128. int flag=1;
  15129. nullpo_retv(sd);
  15130. sd->state.workinprogress = WIP_DISABLE_NONE;
  15131. if(idx >= 0 && idx < MAX_INVENTORY) {
  15132. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15133. flag=0;
  15134. sd->inventory.u.items_inventory[idx].identify = 1;
  15135. }
  15136. }
  15137. clif_item_identified(sd,idx,flag);
  15138. }
  15139. /*==========================================
  15140. * Weapon Refine [Celest]
  15141. *------------------------------------------*/
  15142. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15143. {
  15144. nullpo_retv(sd);
  15145. if (idx >= 0 && idx < MAX_INVENTORY)
  15146. {
  15147. struct item *item;
  15148. struct item_data *ditem = sd->inventory_data[idx];
  15149. item = &sd->inventory.u.items_inventory[idx];
  15150. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15151. int i = 0, per;
  15152. unsigned short material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
  15153. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15154. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15155. return;
  15156. }
  15157. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15158. clif_upgrademessage(sd->fd, 2, item->nameid);
  15159. return;
  15160. }
  15161. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  15162. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  15163. return;
  15164. }
  15165. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  15166. if( sd->class_&JOBL_THIRD )
  15167. per += 10;
  15168. else
  15169. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15170. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15171. if (per > rnd() % 100) {
  15172. int ep=0;
  15173. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15174. item->refine++;
  15175. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15176. if(item->equip) {
  15177. ep = item->equip;
  15178. pc_unequipitem(sd,idx,3);
  15179. }
  15180. clif_delitem(sd,idx,1,3);
  15181. clif_upgrademessage(sd->fd, 0, item->nameid);
  15182. clif_inventorylist(sd);
  15183. clif_refine(sd->fd,0,idx,item->refine);
  15184. if (ep)
  15185. pc_equipitem(sd,idx,ep);
  15186. clif_misceffect(&sd->bl,3);
  15187. if(item->refine == 10 &&
  15188. item->card[0] == CARD0_FORGE &&
  15189. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  15190. { // Fame point system [DracoRPG]
  15191. switch(ditem->wlv){
  15192. case 1:
  15193. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  15194. break;
  15195. case 2:
  15196. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  15197. break;
  15198. case 3:
  15199. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  15200. break;
  15201. }
  15202. }
  15203. } else {
  15204. item->refine = 0;
  15205. if(item->equip)
  15206. pc_unequipitem(sd,idx,3);
  15207. clif_upgrademessage(sd->fd, 1, item->nameid);
  15208. clif_refine(sd->fd,1,idx,item->refine);
  15209. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  15210. clif_misceffect(&sd->bl,2);
  15211. clif_emotion(&sd->bl, E_OMG);
  15212. }
  15213. }
  15214. }
  15215. }
  15216. /*==========================================
  15217. *
  15218. *------------------------------------------*/
  15219. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  15220. {
  15221. uint16 skill_lv;
  15222. uint16 idx = 0;
  15223. int maxlv=1,lv;
  15224. nullpo_ret(sd);
  15225. skill_lv = sd->menuskill_val;
  15226. if ((idx = skill_get_index2(skill_id)) == 0)
  15227. return 0;
  15228. if (SKILL_CHK_GUILD(skill_id))
  15229. return 0;
  15230. lv = (sd->status.skill[idx].id == skill_id) ? sd->status.skill[idx].lv : 0;
  15231. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15232. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15233. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15234. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15235. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15236. else if(skill_lv==2) maxlv=1;
  15237. else if(skill_lv==3) maxlv=2;
  15238. else if(skill_lv>=4) maxlv=3;
  15239. }
  15240. else if(skill_id==MG_SOULSTRIKE){
  15241. if(skill_lv==5) maxlv=1;
  15242. else if(skill_lv==6) maxlv=2;
  15243. else if(skill_lv>=7) maxlv=3;
  15244. }
  15245. else if(skill_id==MG_FIREBALL){
  15246. if(skill_lv==8) maxlv=1;
  15247. else if(skill_lv>=9) maxlv=2;
  15248. }
  15249. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15250. else return 0;
  15251. if(maxlv > lv)
  15252. maxlv = lv;
  15253. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15254. skill_get_time(SA_AUTOSPELL,skill_lv));
  15255. return 0;
  15256. }
  15257. /*==========================================
  15258. * Sitting skills functions.
  15259. *------------------------------------------*/
  15260. static int skill_sit_count(struct block_list *bl, va_list ap)
  15261. {
  15262. struct map_session_data *sd;
  15263. int type =va_arg(ap,int);
  15264. sd=(struct map_session_data*)bl;
  15265. if(!pc_issit(sd))
  15266. return 0;
  15267. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15268. return 1;
  15269. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  15270. return 1;
  15271. return 0;
  15272. }
  15273. static int skill_sit_in (struct block_list *bl, va_list ap)
  15274. {
  15275. struct map_session_data *sd;
  15276. int type = va_arg(ap,int);
  15277. sd = (struct map_session_data*)bl;
  15278. if(!pc_issit(sd))
  15279. return 0;
  15280. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15281. sd->state.gangsterparadise = 1;
  15282. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  15283. sd->state.rest = 1;
  15284. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15285. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15286. }
  15287. return 0;
  15288. }
  15289. static int skill_sit_out (struct block_list *bl, va_list ap)
  15290. {
  15291. struct map_session_data *sd;
  15292. int type = va_arg(ap,int);
  15293. sd = (struct map_session_data*)bl;
  15294. if(sd->state.gangsterparadise && type&1)
  15295. sd->state.gangsterparadise = 0;
  15296. if(sd->state.rest && type&2) {
  15297. sd->state.rest = 0;
  15298. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15299. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15300. }
  15301. return 0;
  15302. }
  15303. int skill_sit (struct map_session_data *sd, int type)
  15304. {
  15305. int flag = 0;
  15306. int range = 0, lv;
  15307. nullpo_ret(sd);
  15308. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15309. flag |= 1;
  15310. range = skill_get_splash(RG_GANGSTER, lv);
  15311. }
  15312. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15313. flag |= 2;
  15314. range = skill_get_splash(TK_HPTIME, lv);
  15315. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15316. flag |= 2;
  15317. range = skill_get_splash(TK_SPTIME, lv);
  15318. }
  15319. if (type)
  15320. clif_status_load(&sd->bl, SI_SIT, 1);
  15321. else
  15322. clif_status_load(&sd->bl, SI_SIT, 0);
  15323. if (!flag) return 0;
  15324. if(type) {
  15325. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  15326. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  15327. } else {
  15328. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  15329. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  15330. }
  15331. return 0;
  15332. }
  15333. /*==========================================
  15334. * Do Forstjoke/Scream effect
  15335. *------------------------------------------*/
  15336. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15337. {
  15338. struct block_list *src;
  15339. uint16 skill_id,skill_lv;
  15340. unsigned int tick;
  15341. nullpo_ret(bl);
  15342. nullpo_ret(src = va_arg(ap,struct block_list*));
  15343. skill_id = va_arg(ap,int);
  15344. skill_lv = va_arg(ap,int);
  15345. if(!skill_lv)
  15346. return 0;
  15347. tick = va_arg(ap,unsigned int);
  15348. if (src == bl || status_isdead(bl))
  15349. return 0;
  15350. if (bl->type == BL_PC) {
  15351. struct map_session_data *sd = (struct map_session_data *)bl;
  15352. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15353. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15354. }
  15355. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15356. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15357. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15358. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15359. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15360. return 0;
  15361. }
  15362. /**
  15363. * Set map cell flag as skill unit effect
  15364. * @param src Skill unit
  15365. * @param skill_id
  15366. * @param skill_lv
  15367. * @param cell Cell type cell_t
  15368. * @param flag 0/1
  15369. */
  15370. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15371. {
  15372. int range = skill_get_unit_range(skill_id,skill_lv);
  15373. int x, y;
  15374. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15375. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15376. map_setcell(src->bl.m, x, y, cell, flag);
  15377. }
  15378. /**
  15379. * Do skill attack area (such splash effect) around the 'first' target.
  15380. * First target will skip skill condition, always receive damage. But,
  15381. * around it, still need target/condition validation by
  15382. * battle_check_target and status_check_skilluse
  15383. * @param bl
  15384. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15385. */
  15386. int skill_attack_area(struct block_list *bl, va_list ap)
  15387. {
  15388. struct block_list *src,*dsrc;
  15389. int atk_type,skill_id,skill_lv,flag,type;
  15390. unsigned int tick;
  15391. if(status_isdead(bl))
  15392. return 0;
  15393. atk_type = va_arg(ap,int);
  15394. src = va_arg(ap,struct block_list*);
  15395. dsrc = va_arg(ap,struct block_list*);
  15396. skill_id = va_arg(ap,int);
  15397. skill_lv = va_arg(ap,int);
  15398. tick = va_arg(ap,unsigned int);
  15399. flag = va_arg(ap,int);
  15400. type = va_arg(ap,int);
  15401. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  15402. switch (skill_id) {
  15403. case LG_CANNONSPEAR:
  15404. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15405. default:
  15406. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15407. }
  15408. }
  15409. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15410. !status_check_skilluse(NULL, bl, skill_id, 2))
  15411. return 0;
  15412. switch (skill_id) {
  15413. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15414. if (src->x == bl->x && src->y == bl->y)
  15415. return 0; //Does not hit current cell
  15416. //Fall through
  15417. case NPC_ACIDBREATH:
  15418. case NPC_DARKNESSBREATH:
  15419. case NPC_FIREBREATH:
  15420. case NPC_ICEBREATH:
  15421. case NPC_THUNDERBREATH:
  15422. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15423. default:
  15424. //Area-splash, disable skill animation.
  15425. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15426. }
  15427. }
  15428. /**
  15429. * Clear skill unit group
  15430. * @param bl
  15431. * @param flag &1
  15432. */
  15433. int skill_clear_group(struct block_list *bl, int flag)
  15434. {
  15435. struct unit_data *ud = NULL;
  15436. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15437. int i, count = 0;
  15438. nullpo_ret(bl);
  15439. if (!(ud = unit_bl2ud(bl)))
  15440. return 0;
  15441. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15442. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15443. switch (ud->skillunit[i]->skill_id) {
  15444. case SA_DELUGE:
  15445. case SA_VOLCANO:
  15446. case SA_VIOLENTGALE:
  15447. case SA_LANDPROTECTOR:
  15448. case NJ_SUITON:
  15449. case NJ_KAENSIN:
  15450. case SC_CHAOSPANIC:
  15451. if (flag&1)
  15452. group[count++] = ud->skillunit[i];
  15453. break;
  15454. case SO_CLOUD_KILL:
  15455. if( flag&4 )
  15456. group[count++] = ud->skillunit[i];
  15457. break;
  15458. case SO_WARMER:
  15459. if( flag&8 )
  15460. group[count++] = ud->skillunit[i];
  15461. break;
  15462. default:
  15463. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15464. group[count++] = ud->skillunit[i];
  15465. break;
  15466. }
  15467. }
  15468. for (i = 0; i < count; i++)
  15469. skill_delunitgroup(group[i]);
  15470. return count;
  15471. }
  15472. /**
  15473. * Returns the first element field found [Skotlex]
  15474. * @param bl
  15475. * @return skill_unit_group
  15476. */
  15477. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15478. {
  15479. struct unit_data *ud = NULL;
  15480. int i;
  15481. nullpo_ret(bl);
  15482. if (!(ud = unit_bl2ud(bl)))
  15483. return NULL;
  15484. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15485. switch (ud->skillunit[i]->skill_id) {
  15486. case SA_DELUGE:
  15487. case SA_VOLCANO:
  15488. case SA_VIOLENTGALE:
  15489. case SA_LANDPROTECTOR:
  15490. case NJ_SUITON:
  15491. case SO_CLOUD_KILL:
  15492. case SO_WARMER:
  15493. case SC_CHAOSPANIC:
  15494. return ud->skillunit[i];
  15495. }
  15496. }
  15497. return NULL;
  15498. }
  15499. /// Graffiti cleaner [Valaris]
  15500. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15501. {
  15502. struct skill_unit *unit = NULL;
  15503. int remove = va_arg(ap, int);
  15504. nullpo_retr(0, bl);
  15505. nullpo_retr(0, ap);
  15506. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15507. return 0;
  15508. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  15509. if (remove == 1)
  15510. skill_delunit(unit);
  15511. return 1;
  15512. }
  15513. return 0;
  15514. }
  15515. /// Greed effect
  15516. int skill_greed(struct block_list *bl, va_list ap)
  15517. {
  15518. struct block_list *src;
  15519. struct map_session_data *sd = NULL;
  15520. struct flooritem_data *fitem = NULL;
  15521. nullpo_ret(bl);
  15522. nullpo_ret(src = va_arg(ap, struct block_list *));
  15523. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15524. pc_takeitem(sd, fitem);
  15525. return 0;
  15526. }
  15527. /// Ranger's Detonator [Jobbie/3CeAM]
  15528. int skill_detonator(struct block_list *bl, va_list ap)
  15529. {
  15530. struct skill_unit *unit = NULL;
  15531. struct block_list *src;
  15532. int unit_id;
  15533. nullpo_ret(bl);
  15534. nullpo_ret(ap);
  15535. src = va_arg(ap,struct block_list *);
  15536. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15537. return 0;
  15538. if( unit->group->src_id != src->id )
  15539. return 0;
  15540. unit_id = unit->group->unit_id;
  15541. switch( unit_id )
  15542. { //List of Hunter and Ranger Traps that can be detonate.
  15543. case UNT_BLASTMINE:
  15544. case UNT_SANDMAN:
  15545. case UNT_CLAYMORETRAP:
  15546. case UNT_TALKIEBOX:
  15547. case UNT_CLUSTERBOMB:
  15548. case UNT_FIRINGTRAP:
  15549. case UNT_ICEBOUNDTRAP:
  15550. switch(unit_id) {
  15551. case UNT_TALKIEBOX:
  15552. clif_talkiebox(bl,unit->group->valstr);
  15553. unit->group->val2 = -1;
  15554. break;
  15555. case UNT_CLAYMORETRAP:
  15556. case UNT_FIRINGTRAP:
  15557. case UNT_ICEBOUNDTRAP:
  15558. if (battle_config.skill_wall_check)
  15559. map_foreachinshootrange(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);
  15560. else
  15561. 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);
  15562. break;
  15563. default:
  15564. if(battle_config.skill_wall_check && !(skill_get_nk(unit->group->skill_id)&NK_NO_DAMAGE))
  15565. map_foreachinshootrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15566. else
  15567. 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);
  15568. break;
  15569. }
  15570. clif_changetraplook(bl, UNT_USED_TRAPS);
  15571. unit->group->unit_id = UNT_USED_TRAPS;
  15572. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15573. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15574. break;
  15575. }
  15576. return 0;
  15577. }
  15578. /**
  15579. * Rebellion's Bind Trap explosion
  15580. * @author [Cydh]
  15581. **/
  15582. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15583. struct skill_unit *su = NULL;
  15584. struct block_list *src = NULL;
  15585. nullpo_ret(bl);
  15586. nullpo_ret(ap);
  15587. src = va_arg(ap,struct block_list *);
  15588. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15589. return 0;
  15590. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15591. return 0;
  15592. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15593. clif_changetraplook(bl, UNT_USED_TRAPS);
  15594. su->group->unit_id = UNT_USED_TRAPS;
  15595. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15596. return 1;
  15597. }
  15598. /*==========================================
  15599. * Check new skill unit cell when overlapping in other skill unit cell.
  15600. * Catched skill in cell value pushed to *unit pointer.
  15601. * Set (*alive) to 0 will ends 'new unit' check
  15602. *------------------------------------------*/
  15603. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15604. {
  15605. uint16 skill_id;
  15606. int *alive;
  15607. struct skill_unit *unit;
  15608. skill_id = va_arg(ap,int);
  15609. alive = va_arg(ap,int *);
  15610. unit = (struct skill_unit *)bl;
  15611. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15612. return 0;
  15613. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15614. return 0;
  15615. switch (skill_id) {
  15616. case SA_LANDPROTECTOR:
  15617. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15618. (*alive) = 0;
  15619. skill_delunit(unit);
  15620. return 1;
  15621. }
  15622. //It deletes everything except traps and barriers
  15623. if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) {
  15624. skill_delunit(unit);
  15625. return 1;
  15626. }
  15627. break;
  15628. case GN_CRAZYWEED_ATK:
  15629. if (skill_get_unit_flag(unit->group->skill_id)&UF_CRAZYWEED_IMMUNE)
  15630. break;
  15631. case HW_GANBANTEIN:
  15632. case LG_EARTHDRIVE:
  15633. // Officially songs/dances are removed
  15634. skill_delunit(unit);
  15635. return 1;
  15636. case SA_VOLCANO:
  15637. case SA_DELUGE:
  15638. case SA_VIOLENTGALE:
  15639. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15640. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15641. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15642. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id, 0) != UNT_DUMMYSKILL)
  15643. {
  15644. (*alive) = 0;
  15645. return 1;
  15646. }
  15647. /*
  15648. switch (unit->group->skill_id)
  15649. { //These cannot override each other.
  15650. case SA_VOLCANO:
  15651. case SA_DELUGE:
  15652. case SA_VIOLENTGALE:
  15653. (*alive) = 0;
  15654. return 1;
  15655. }
  15656. */
  15657. break;
  15658. case PF_FOGWALL:
  15659. switch(unit->group->skill_id) {
  15660. case SA_VOLCANO: //Can't be placed on top of these
  15661. case SA_VIOLENTGALE:
  15662. (*alive) = 0;
  15663. return 1;
  15664. case SA_DELUGE:
  15665. case NJ_SUITON:
  15666. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15667. (*alive) = 2;
  15668. break;
  15669. }
  15670. break;
  15671. case WZ_WATERBALL:
  15672. switch (unit->group->skill_id) {
  15673. case SA_DELUGE:
  15674. case NJ_SUITON:
  15675. //Consumes deluge/suiton
  15676. skill_delunit(unit);
  15677. return 1;
  15678. }
  15679. break;
  15680. case WZ_ICEWALL:
  15681. case HP_BASILICA:
  15682. case HW_GRAVITATION:
  15683. //These can't be placed on top of themselves (duration can't be refreshed)
  15684. if (unit->group->skill_id == skill_id)
  15685. {
  15686. (*alive) = 0;
  15687. return 1;
  15688. }
  15689. break;
  15690. case RL_FIRE_RAIN:
  15691. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15692. skill_delunit(unit);
  15693. return 1;
  15694. }
  15695. break;
  15696. }
  15697. 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
  15698. (*alive) = 0;
  15699. return 1;
  15700. }
  15701. return 0;
  15702. }
  15703. /*==========================================
  15704. * Splash effect for skill unit 'trap type'.
  15705. * Chance triggered when damaged, timeout, or char step on it.
  15706. *------------------------------------------*/
  15707. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15708. {
  15709. struct block_list *src = va_arg(ap,struct block_list *);
  15710. struct skill_unit *unit = NULL;
  15711. int tick = va_arg(ap,int);
  15712. struct skill_unit_group *sg;
  15713. struct block_list *ss; //Skill src bl
  15714. nullpo_ret(src);
  15715. unit = (struct skill_unit *)src;
  15716. if (!unit || !unit->alive || bl->prev == NULL)
  15717. return 0;
  15718. nullpo_ret(sg = unit->group);
  15719. nullpo_ret(ss = map_id2bl(sg->src_id));
  15720. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15721. return 0;
  15722. switch (sg->unit_id) {
  15723. case UNT_B_TRAP:
  15724. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15725. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15726. break;
  15727. case UNT_SHOCKWAVE:
  15728. case UNT_SANDMAN:
  15729. case UNT_FLASHER:
  15730. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15731. break;
  15732. case UNT_GROUNDDRIFT_WIND:
  15733. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15734. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  15735. break;
  15736. case UNT_GROUNDDRIFT_DARK:
  15737. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15738. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  15739. break;
  15740. case UNT_GROUNDDRIFT_POISON:
  15741. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15742. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  15743. break;
  15744. case UNT_GROUNDDRIFT_WATER:
  15745. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15746. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  15747. break;
  15748. case UNT_GROUNDDRIFT_FIRE:
  15749. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15750. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15751. break;
  15752. case UNT_ELECTRICSHOCKER:
  15753. if (bl->id != ss->id) {
  15754. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  15755. break;
  15756. 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)) {
  15757. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15758. clif_fixpos(bl);
  15759. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  15760. }
  15761. }
  15762. break;
  15763. case UNT_MAGENTATRAP:
  15764. case UNT_COBALTTRAP:
  15765. case UNT_MAIZETRAP:
  15766. case UNT_VERDURETRAP:
  15767. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  15768. struct status_data *status = status_get_status_data(bl);
  15769. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  15770. status->ele_lv = (unsigned char)sg->skill_lv;
  15771. }
  15772. break;
  15773. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  15774. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  15775. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  15776. break;
  15777. case UNT_FIRINGTRAP:
  15778. case UNT_ICEBOUNDTRAP:
  15779. if( src->id == bl->id ) break;
  15780. if( bl->type == BL_SKILL ) {
  15781. struct skill_unit *su = (struct skill_unit *)bl;
  15782. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15783. break;
  15784. }
  15785. case UNT_CLUSTERBOMB:
  15786. if( ss != bl )
  15787. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15788. break;
  15789. case UNT_CLAYMORETRAP:
  15790. if( src->id == bl->id ) break;
  15791. if( bl->type == BL_SKILL ) {
  15792. struct skill_unit *su = (struct skill_unit *)bl;
  15793. if (!su)
  15794. return 0;
  15795. switch(su->group->unit_id) {
  15796. case UNT_CLAYMORETRAP:
  15797. case UNT_LANDMINE:
  15798. case UNT_BLASTMINE:
  15799. case UNT_SHOCKWAVE:
  15800. case UNT_SANDMAN:
  15801. case UNT_FLASHER:
  15802. case UNT_FREEZINGTRAP:
  15803. case UNT_FIRINGTRAP:
  15804. case UNT_ICEBOUNDTRAP:
  15805. clif_changetraplook(bl, UNT_USED_TRAPS);
  15806. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15807. su->group->unit_id = UNT_USED_TRAPS;
  15808. break;
  15809. }
  15810. }
  15811. default:
  15812. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15813. break;
  15814. }
  15815. return 1;
  15816. }
  15817. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15818. {
  15819. uint16 skill_id, skill_lv;
  15820. struct skill_unit *unit;
  15821. nullpo_ret(bl);
  15822. skill_id = va_arg(ap,int);
  15823. skill_lv = va_arg(ap,int);
  15824. unit = (struct skill_unit *)bl;
  15825. if( unit == NULL || unit->group == NULL )
  15826. return 0;
  15827. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15828. return 0;
  15829. if( unit->group->skill_id == SC_MAELSTROM ) {
  15830. struct block_list *src;
  15831. if( (src = map_id2bl(unit->group->src_id)) ){
  15832. int sp = unit->group->skill_lv * skill_lv;
  15833. if( src->type == BL_PC )
  15834. sp += ((TBL_PC*)src)->status.job_level / 5;
  15835. status_heal(src, 0, sp/2, 1);
  15836. }
  15837. }
  15838. return 0;
  15839. }
  15840. /**
  15841. * Remove current enchanted element for new element
  15842. * @param bl Char
  15843. * @param type New element
  15844. */
  15845. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15846. {
  15847. struct status_change *sc;
  15848. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15849. int i;
  15850. nullpo_retv(bl);
  15851. nullpo_retv(sc= status_get_sc(bl));
  15852. if (!sc->count)
  15853. return;
  15854. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15855. if (type != scs[i] && sc->data[scs[i]])
  15856. status_change_end(bl, scs[i], INVALID_TIMER);
  15857. }
  15858. /**
  15859. * Check cloaking condition
  15860. * @param bl
  15861. * @param sce
  15862. * @return True if near wall; False otherwise
  15863. */
  15864. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15865. {
  15866. bool wall = true;
  15867. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15868. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15869. { //Check for walls.
  15870. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15871. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15872. int i;
  15873. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15874. if( i == 8 )
  15875. wall = false;
  15876. }
  15877. if( sce ) {
  15878. if( !wall ) {
  15879. if( sce->val1 < 3 ) //End cloaking.
  15880. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15881. else if( sce->val4&1 ) { //Remove wall bonus
  15882. sce->val4&=~1;
  15883. status_calc_bl(bl,SCB_SPEED);
  15884. }
  15885. } else {
  15886. if( !(sce->val4&1) ) { //Add wall speed bonus
  15887. sce->val4|=1;
  15888. status_calc_bl(bl,SCB_SPEED);
  15889. }
  15890. }
  15891. }
  15892. return wall;
  15893. }
  15894. /** Check Shadow Form on the target
  15895. * @param bl: Target
  15896. * @param damage: Damage amount
  15897. * @param hit
  15898. * @return true - in Shadow Form state; false - otherwise
  15899. */
  15900. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15901. {
  15902. struct status_change *sc;
  15903. nullpo_retr(false,bl);
  15904. if (!damage)
  15905. return false;
  15906. sc = status_get_sc(bl);
  15907. if( sc && sc->data[SC__SHADOWFORM] ) {
  15908. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15909. if( !src || src->m != bl->m ) {
  15910. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15911. return false;
  15912. }
  15913. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15914. if( src->type == BL_PC )
  15915. ((TBL_PC*)src)->shadowform_id = 0;
  15916. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15917. return false;
  15918. }
  15919. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0);
  15920. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15921. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15922. if( src->type == BL_PC )
  15923. ((TBL_PC*)src)->shadowform_id = 0;
  15924. }
  15925. return true;
  15926. }
  15927. return false;
  15928. }
  15929. /**
  15930. * Check camouflage condition
  15931. * @param bl
  15932. * @param sce
  15933. * @return True if near wall; False otherwise
  15934. * @TODO: Seems wrong
  15935. */
  15936. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15937. {
  15938. bool wall = true;
  15939. if( bl->type == BL_PC ) { //Check for walls.
  15940. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15941. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15942. int i;
  15943. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15944. if( i == 8 )
  15945. wall = false;
  15946. }
  15947. if( sce ) {
  15948. if( !wall && sce->val1 < 3 ) //End camouflage.
  15949. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15950. status_calc_bl(bl,SCB_SPEED);
  15951. }
  15952. return wall;
  15953. }
  15954. /**
  15955. * Process skill unit visibilty for single BL in area
  15956. * @param bl
  15957. * @param ap
  15958. * @author [Cydh]
  15959. **/
  15960. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  15961. struct skill_unit *su = NULL;
  15962. struct block_list *src = NULL;
  15963. unsigned int party1 = 0;
  15964. bool visible = true;
  15965. nullpo_ret(bl);
  15966. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  15967. nullpo_ret((src = va_arg(ap, struct block_list*)));
  15968. party1 = va_arg(ap, unsigned int);
  15969. if (src != bl) {
  15970. unsigned int party2 = status_get_party_id(bl);
  15971. if (!party1 || !party2 || party1 != party2)
  15972. visible = false;
  15973. }
  15974. clif_getareachar_skillunit(bl, su, SELF, visible);
  15975. return 1;
  15976. }
  15977. /**
  15978. * Check for skill unit visibilty in area on
  15979. * - skill first placement
  15980. * - skill moved (knocked back, moved dance)
  15981. * @param su Skill unit
  15982. * @param target Affected target for this visibility @see enum send_target
  15983. * @author [Cydh]
  15984. **/
  15985. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  15986. nullpo_retv(su);
  15987. if (!su->hidden) // It's not hidden, just do this!
  15988. clif_getareachar_skillunit(&su->bl, su, target, true);
  15989. else {
  15990. struct block_list *src = battle_get_master(&su->bl);
  15991. map_foreachinarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  15992. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  15993. }
  15994. }
  15995. /**
  15996. * Check for skill unit visibilty on single BL on insight/spawn action
  15997. * @param su Skill unit
  15998. * @param bl Block list
  15999. * @author [Cydh]
  16000. **/
  16001. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16002. bool visible = true;
  16003. struct block_list *src = NULL;
  16004. nullpo_retv(bl);
  16005. nullpo_retv(su);
  16006. nullpo_retv((src = battle_get_master(&su->bl)));
  16007. if (su->hidden && src != bl) {
  16008. unsigned int party1 = status_get_party_id(src);
  16009. unsigned int party2 = status_get_party_id(bl);
  16010. if (!party1 || !party2 || party1 != party2)
  16011. visible = false;
  16012. }
  16013. clif_getareachar_skillunit(bl, su, SELF, visible);
  16014. }
  16015. /**
  16016. * Initialize new skill unit for skill unit group.
  16017. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16018. * @param group Skill unit group
  16019. * @param idx
  16020. * @param x
  16021. * @param y
  16022. * @param val1
  16023. * @param val2
  16024. */
  16025. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
  16026. {
  16027. struct skill_unit *unit;
  16028. nullpo_retr(NULL, group);
  16029. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  16030. nullpo_retr(NULL, (unit = &group->unit[idx]));
  16031. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16032. return unit;
  16033. if(!unit->alive)
  16034. group->alive_count++;
  16035. unit->bl.id = map_get_new_object_id();
  16036. unit->bl.type = BL_SKILL;
  16037. unit->bl.m = group->map;
  16038. unit->bl.x = x;
  16039. unit->bl.y = y;
  16040. unit->group = group;
  16041. unit->alive = 1;
  16042. unit->val1 = val1;
  16043. unit->val2 = val2;
  16044. unit->hidden = hidden;
  16045. // Stores new skill unit
  16046. idb_put(skillunit_db, unit->bl.id, unit);
  16047. map_addiddb(&unit->bl);
  16048. if(map_addblock(&unit->bl))
  16049. return NULL;
  16050. // Perform oninit actions
  16051. switch (group->skill_id) {
  16052. case WZ_ICEWALL:
  16053. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16054. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16055. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16056. break;
  16057. case SA_LANDPROTECTOR:
  16058. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16059. break;
  16060. case HP_BASILICA:
  16061. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16062. break;
  16063. case SC_MAELSTROM:
  16064. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16065. break;
  16066. default:
  16067. if (group->state.song_dance&0x1) //Check for dissonance.
  16068. skill_dance_overlap(unit, 1);
  16069. break;
  16070. }
  16071. skill_getareachar_skillunit_visibilty(unit, AREA);
  16072. return unit;
  16073. }
  16074. /**
  16075. * Remove unit
  16076. * @param unit
  16077. */
  16078. int skill_delunit(struct skill_unit* unit)
  16079. {
  16080. struct skill_unit_group *group;
  16081. nullpo_ret(unit);
  16082. if( !unit->alive )
  16083. return 0;
  16084. unit->alive = 0;
  16085. nullpo_ret(group = unit->group);
  16086. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16087. skill_dance_overlap(unit, 0);
  16088. // invoke onout event
  16089. if( !unit->range )
  16090. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16091. // perform ondelete actions
  16092. switch (group->skill_id) {
  16093. case HT_ANKLESNARE:
  16094. case SC_ESCAPE:
  16095. {
  16096. struct block_list* target = map_id2bl(group->val2);
  16097. enum sc_type type = status_skill2sc(group->skill_id);
  16098. if( target )
  16099. status_change_end(target, type, INVALID_TIMER);
  16100. }
  16101. break;
  16102. case WZ_ICEWALL:
  16103. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  16104. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  16105. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  16106. break;
  16107. case SA_LANDPROTECTOR:
  16108. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  16109. break;
  16110. case HP_BASILICA:
  16111. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  16112. break;
  16113. case RA_ELECTRICSHOCKER: {
  16114. struct block_list* target = map_id2bl(group->val2);
  16115. if( target )
  16116. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  16117. }
  16118. break;
  16119. case SC_MAELSTROM:
  16120. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  16121. break;
  16122. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  16123. if( group->val2 ) { // Someone Traped
  16124. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  16125. if( tsc && tsc->data[SC__MANHOLE] )
  16126. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  16127. }
  16128. break;
  16129. }
  16130. clif_skill_delunit(unit);
  16131. unit->group=NULL;
  16132. map_delblock(&unit->bl); // don't free yet
  16133. map_deliddb(&unit->bl);
  16134. idb_remove(skillunit_db, unit->bl.id);
  16135. if(--group->alive_count==0)
  16136. skill_delunitgroup(group);
  16137. return 0;
  16138. }
  16139. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  16140. /// Returns the target skill_unit_group or NULL if not found.
  16141. struct skill_unit_group* skill_id2group(int group_id) {
  16142. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  16143. }
  16144. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  16145. /**
  16146. * Returns a new group_id that isn't being used in skillunit_group_db.
  16147. * Fatal error if nothing is available.
  16148. */
  16149. static int skill_get_new_group_id(void)
  16150. {
  16151. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  16152. return skill_unit_group_newid++;// available
  16153. {// find next id
  16154. int base_id = skill_unit_group_newid;
  16155. while( base_id != ++skill_unit_group_newid )
  16156. {
  16157. if( skill_unit_group_newid < MAX_SKILL )
  16158. skill_unit_group_newid = MAX_SKILL;
  16159. if( skill_id2group(skill_unit_group_newid) == NULL )
  16160. return skill_unit_group_newid++;// available
  16161. }
  16162. // full loop, nothing available
  16163. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  16164. exit(1);
  16165. }
  16166. }
  16167. /**
  16168. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  16169. * @param src Object that cast the skill
  16170. * @param count How many 'cells' used that needed. Related with skill layout
  16171. * @param skill_id ID of used skill
  16172. * @param skill_lv Skill level of used skill
  16173. * @param unit_id Unit ID (look at skill_unit_db.txt)
  16174. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  16175. * @param interval Time interval
  16176. * @return skill_unit_group
  16177. */
  16178. 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)
  16179. {
  16180. struct unit_data* ud = unit_bl2ud( src );
  16181. struct skill_unit_group* group;
  16182. int i;
  16183. if(!(skill_id && skill_lv)) return 0;
  16184. nullpo_retr(NULL, src);
  16185. nullpo_retr(NULL, ud);
  16186. // Find a free spot to store the new unit group
  16187. // TODO: Make this flexible maybe by changing this fixed array?
  16188. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  16189. if(i == MAX_SKILLUNITGROUP) {
  16190. // Array is full, make room by discarding oldest group
  16191. int j = 0;
  16192. unsigned maxdiff = 0, tick = gettick();
  16193. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  16194. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  16195. if(x > maxdiff){
  16196. maxdiff = x;
  16197. j = i;
  16198. }
  16199. }
  16200. skill_delunitgroup(ud->skillunit[j]);
  16201. // Since elements must have shifted, we use the last slot.
  16202. i = MAX_SKILLUNITGROUP-1;
  16203. }
  16204. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  16205. group->src_id = src->id;
  16206. group->party_id = status_get_party_id(src);
  16207. group->guild_id = status_get_guild_id(src);
  16208. group->bg_id = bg_team_get_id(src);
  16209. group->group_id = skill_get_new_group_id();
  16210. group->link_group_id = 0;
  16211. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  16212. group->unit_count = count;
  16213. group->alive_count = 0;
  16214. group->val1 = 0;
  16215. group->val2 = 0;
  16216. group->val3 = 0;
  16217. group->skill_id = skill_id;
  16218. group->skill_lv = skill_lv;
  16219. group->unit_id = unit_id;
  16220. group->map = src->m;
  16221. group->limit = limit;
  16222. group->interval = interval;
  16223. group->tick = gettick();
  16224. group->valstr = NULL;
  16225. ud->skillunit[i] = group;
  16226. // Stores this new group to DBMap
  16227. idb_put(skillunit_group_db, group->group_id, group);
  16228. return group;
  16229. }
  16230. /**
  16231. * Remove skill unit group
  16232. * @param group
  16233. * @param file
  16234. * @param line
  16235. * @param *func
  16236. */
  16237. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  16238. {
  16239. struct block_list* src;
  16240. struct unit_data *ud;
  16241. short i, j;
  16242. int link_group_id;
  16243. if( group == NULL ) {
  16244. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  16245. return 0;
  16246. }
  16247. src = map_id2bl(group->src_id);
  16248. ud = unit_bl2ud(src);
  16249. if (!src || !ud) {
  16250. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16251. return 0;
  16252. }
  16253. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  16254. switch( group->skill_id ) {
  16255. case BA_DISSONANCE:
  16256. case BA_POEMBRAGI:
  16257. case BA_WHISTLE:
  16258. case BA_ASSASSINCROSS:
  16259. case BA_APPLEIDUN:
  16260. case DC_UGLYDANCE:
  16261. case DC_HUMMING:
  16262. case DC_DONTFORGETME:
  16263. case DC_FORTUNEKISS:
  16264. case DC_SERVICEFORYOU:
  16265. case NC_NEUTRALBARRIER:
  16266. case NC_STEALTHFIELD:
  16267. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  16268. break;
  16269. }
  16270. }
  16271. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  16272. struct status_change* sc = status_get_sc(src);
  16273. if (sc && sc->data[SC_DANCING]) {
  16274. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  16275. status_change_end(src, SC_DANCING, INVALID_TIMER);
  16276. }
  16277. }
  16278. // End SC from the master when the skill group is deleted
  16279. i = SC_NONE;
  16280. switch (group->unit_id) {
  16281. case UNT_GOSPEL: i = SC_GOSPEL; break;
  16282. case UNT_BASILICA: i = SC_BASILICA; break;
  16283. }
  16284. if (i != SC_NONE) {
  16285. struct status_change *sc = status_get_sc(src);
  16286. if (sc && sc->data[i]) {
  16287. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  16288. status_change_end(src, (sc_type)i, INVALID_TIMER);
  16289. }
  16290. }
  16291. switch( group->skill_id ) {
  16292. case SG_SUN_WARM:
  16293. case SG_MOON_WARM:
  16294. case SG_STAR_WARM:
  16295. {
  16296. struct status_change *sc = NULL;
  16297. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  16298. sc->data[SC_WARM]->val4 = 0;
  16299. status_change_end(src, SC_WARM, INVALID_TIMER);
  16300. }
  16301. }
  16302. break;
  16303. case NC_NEUTRALBARRIER:
  16304. {
  16305. struct status_change *sc = NULL;
  16306. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  16307. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  16308. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  16309. }
  16310. }
  16311. break;
  16312. case NC_STEALTHFIELD:
  16313. {
  16314. struct status_change *sc = NULL;
  16315. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16316. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16317. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16318. }
  16319. }
  16320. break;
  16321. case LG_BANDING:
  16322. {
  16323. struct status_change *sc = NULL;
  16324. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16325. sc->data[SC_BANDING]->val4 = 0;
  16326. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16327. }
  16328. }
  16329. break;
  16330. }
  16331. if (src->type==BL_PC && group->state.ammo_consume)
  16332. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16333. group->alive_count=0;
  16334. // remove all unit cells
  16335. if(group->unit != NULL)
  16336. for( i = 0; i < group->unit_count; i++ )
  16337. skill_delunit(&group->unit[i]);
  16338. // clear Talkie-box string
  16339. if( group->valstr != NULL ) {
  16340. aFree(group->valstr);
  16341. group->valstr = NULL;
  16342. }
  16343. idb_remove(skillunit_group_db, group->group_id);
  16344. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16345. group->unit = NULL;
  16346. group->group_id = 0;
  16347. group->unit_count = 0;
  16348. link_group_id = group->link_group_id;
  16349. group->link_group_id = 0;
  16350. // locate this group, swap with the last entry and delete it
  16351. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16352. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16353. j--;
  16354. if( i < MAX_SKILLUNITGROUP ) {
  16355. ud->skillunit[i] = ud->skillunit[j];
  16356. ud->skillunit[j] = NULL;
  16357. ers_free(skill_unit_ers, group);
  16358. } else
  16359. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16360. if(link_group_id) {
  16361. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16362. if(group_cur)
  16363. skill_delunitgroup(group_cur);
  16364. }
  16365. return 1;
  16366. }
  16367. /**
  16368. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16369. * @param src
  16370. */
  16371. void skill_clear_unitgroup(struct block_list *src)
  16372. {
  16373. struct unit_data *ud;
  16374. nullpo_retv(src);
  16375. nullpo_retv((ud = unit_bl2ud(src)));
  16376. while (ud->skillunit[0])
  16377. skill_delunitgroup(ud->skillunit[0]);
  16378. }
  16379. /**
  16380. * Search tickset for skill unit in skill unit group
  16381. * @param bl Block List for skill_unit
  16382. * @param group Skill unit group
  16383. * @param tick
  16384. * @return skill_unit_group_tickset if found
  16385. */
  16386. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  16387. {
  16388. int i, j = -1, s, id;
  16389. struct unit_data *ud;
  16390. struct skill_unit_group_tickset *set;
  16391. nullpo_ret(bl);
  16392. if (group->interval == -1)
  16393. return NULL;
  16394. ud = unit_bl2ud(bl);
  16395. if (!ud)
  16396. return NULL;
  16397. set = ud->skillunittick;
  16398. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  16399. id = s = group->skill_id;
  16400. else
  16401. id = s = group->group_id;
  16402. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16403. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16404. if (set[k].id == id)
  16405. return &set[k];
  16406. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16407. j=k;
  16408. }
  16409. if (j == -1) {
  16410. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16411. j = id % MAX_SKILLUNITGROUPTICKSET;
  16412. }
  16413. set[j].id = id;
  16414. set[j].tick = tick;
  16415. return &set[j];
  16416. }
  16417. /*==========================================
  16418. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16419. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16420. *------------------------------------------*/
  16421. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16422. {
  16423. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16424. struct skill_unit_group* group = NULL;
  16425. unsigned int tick = va_arg(ap,unsigned int);
  16426. nullpo_ret(unit);
  16427. if( !unit->alive || bl->prev == NULL )
  16428. return 0;
  16429. nullpo_ret(group = unit->group);
  16430. 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) )
  16431. return 0; //AoE skills are ineffective. [Skotlex]
  16432. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16433. return 0;
  16434. skill_unit_onplace_timer(unit,bl,tick);
  16435. return 1;
  16436. }
  16437. /**
  16438. * @see DBApply
  16439. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16440. */
  16441. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16442. {
  16443. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16444. struct skill_unit_group* group = NULL;
  16445. unsigned int tick = va_arg(ap,unsigned int);
  16446. bool dissonance;
  16447. struct block_list* bl = &unit->bl;
  16448. nullpo_ret(unit);
  16449. if( !unit->alive )
  16450. return 0;
  16451. nullpo_ret(group = unit->group);
  16452. // Check for expiration
  16453. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16454. {// skill unit expired (inlined from skill_unit_onlimit())
  16455. switch( group->unit_id ) {
  16456. case UNT_BLASTMINE:
  16457. #ifdef RENEWAL
  16458. case UNT_CLAYMORETRAP:
  16459. #endif
  16460. case UNT_GROUNDDRIFT_WIND:
  16461. case UNT_GROUNDDRIFT_DARK:
  16462. case UNT_GROUNDDRIFT_POISON:
  16463. case UNT_GROUNDDRIFT_WATER:
  16464. case UNT_GROUNDDRIFT_FIRE:
  16465. group->unit_id = UNT_USED_TRAPS;
  16466. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16467. group->limit=DIFF_TICK(tick+1500,group->tick);
  16468. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16469. break;
  16470. case UNT_ANKLESNARE:
  16471. case UNT_ELECTRICSHOCKER:
  16472. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16473. skill_delunit(unit);
  16474. break;
  16475. }
  16476. case UNT_SKIDTRAP:
  16477. case UNT_LANDMINE:
  16478. case UNT_SHOCKWAVE:
  16479. case UNT_SANDMAN:
  16480. case UNT_FLASHER:
  16481. case UNT_FREEZINGTRAP:
  16482. #ifndef RENEWAL
  16483. case UNT_CLAYMORETRAP:
  16484. #endif
  16485. case UNT_TALKIEBOX:
  16486. case UNT_CLUSTERBOMB:
  16487. case UNT_MAGENTATRAP:
  16488. case UNT_COBALTTRAP:
  16489. case UNT_MAIZETRAP:
  16490. case UNT_VERDURETRAP:
  16491. case UNT_FIRINGTRAP:
  16492. case UNT_ICEBOUNDTRAP:
  16493. {
  16494. struct block_list* src;
  16495. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16496. { // revert unit back into a trap
  16497. struct item item_tmp;
  16498. memset(&item_tmp,0,sizeof(item_tmp));
  16499. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16500. item_tmp.identify = 1;
  16501. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16502. }
  16503. skill_delunit(unit);
  16504. }
  16505. break;
  16506. case UNT_WARP_ACTIVE:
  16507. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16508. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16509. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16510. // restart timers
  16511. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16512. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16513. // apply effect to all units standing on it
  16514. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16515. break;
  16516. case UNT_CALLFAMILY:
  16517. {
  16518. struct map_session_data *sd = NULL;
  16519. if(group->val1) {
  16520. sd = map_charid2sd(group->val1);
  16521. group->val1 = 0;
  16522. if (sd && !map[sd->bl.m].flag.nowarp && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16523. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16524. }
  16525. if(group->val2) {
  16526. sd = map_charid2sd(group->val2);
  16527. group->val2 = 0;
  16528. if (sd && !map[sd->bl.m].flag.nowarp && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16529. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16530. }
  16531. skill_delunit(unit);
  16532. }
  16533. break;
  16534. case UNT_SPIDERWEB:
  16535. {
  16536. struct block_list* target = map_id2bl(group->val2);
  16537. struct status_change *sc;
  16538. //Clear group id from status change
  16539. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  16540. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  16541. sc->data[SC_SPIDERWEB]->val2 = 0;
  16542. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  16543. sc->data[SC_SPIDERWEB]->val3 = 0;
  16544. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  16545. sc->data[SC_SPIDERWEB]->val4 = 0;
  16546. }
  16547. skill_delunit(unit);
  16548. }
  16549. break;
  16550. case UNT_REVERBERATION:
  16551. case UNT_NETHERWORLD:
  16552. if( unit->val1 <= 0 ) { // If it was deactivated.
  16553. skill_delunit(unit);
  16554. break;
  16555. }
  16556. clif_changetraplook(bl,UNT_USED_TRAPS);
  16557. if (group->unit_id == UNT_REVERBERATION)
  16558. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16559. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16560. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16561. group->unit_id = UNT_USED_TRAPS;
  16562. break;
  16563. case UNT_FEINTBOMB: {
  16564. struct block_list *src = map_id2bl(group->src_id);
  16565. struct status_change *sc;
  16566. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  16567. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  16568. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  16569. }
  16570. skill_delunit(unit);
  16571. }
  16572. break;
  16573. case UNT_BANDING:
  16574. {
  16575. struct block_list *src = map_id2bl(group->src_id);
  16576. struct status_change *sc;
  16577. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16578. skill_delunit(unit);
  16579. break;
  16580. }
  16581. // This unit isn't removed while SC_BANDING is active.
  16582. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16583. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16584. }
  16585. break;
  16586. case UNT_B_TRAP:
  16587. {
  16588. struct block_list* src;
  16589. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16590. struct item item_tmp;
  16591. memset(&item_tmp, 0, sizeof(item_tmp));
  16592. item_tmp.nameid = group->item_id;
  16593. item_tmp.identify = 1;
  16594. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16595. }
  16596. skill_delunit(unit);
  16597. }
  16598. break;
  16599. default:
  16600. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR)) {
  16601. // Deal damage before expiration
  16602. break;
  16603. }
  16604. skill_delunit(unit);
  16605. break;
  16606. }
  16607. } else {// skill unit is still active
  16608. switch( group->unit_id ) {
  16609. case UNT_ICEWALL:
  16610. // icewall loses 50 hp every second
  16611. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16612. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16613. unit->limit = DIFF_TICK(tick+700,group->tick);
  16614. break;
  16615. case UNT_BLASTMINE:
  16616. case UNT_SKIDTRAP:
  16617. case UNT_LANDMINE:
  16618. case UNT_SHOCKWAVE:
  16619. case UNT_SANDMAN:
  16620. case UNT_FLASHER:
  16621. case UNT_CLAYMORETRAP:
  16622. case UNT_FREEZINGTRAP:
  16623. case UNT_TALKIEBOX:
  16624. case UNT_ANKLESNARE:
  16625. case UNT_B_TRAP:
  16626. if( unit->val1 <= 0 ) {
  16627. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16628. skill_delunit(unit);
  16629. else {
  16630. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16631. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16632. group->unit_id = UNT_USED_TRAPS;
  16633. }
  16634. }
  16635. break;
  16636. case UNT_REVERBERATION:
  16637. case UNT_NETHERWORLD:
  16638. if (unit->val1 <= 0) {
  16639. clif_changetraplook(bl,UNT_USED_TRAPS);
  16640. if (group->unit_id == UNT_REVERBERATION)
  16641. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16642. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16643. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16644. group->unit_id = UNT_USED_TRAPS;
  16645. }
  16646. break;
  16647. case UNT_WALLOFTHORN:
  16648. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16649. skill_delunitgroup(group);
  16650. break;
  16651. }
  16652. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16653. skill_delunit(unit);
  16654. break;
  16655. case UNT_SANCTUARY:
  16656. if (group->val1 <= 0) {
  16657. skill_delunitgroup(group);
  16658. }
  16659. break;
  16660. default:
  16661. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR) {
  16662. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  16663. // Unit will expire the next interval, start dropping Meteor
  16664. struct block_list* src;
  16665. if ((src = map_id2bl(group->src_id)) != NULL) {
  16666. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  16667. group->val2 = 1;
  16668. }
  16669. }
  16670. // No damage until expiration
  16671. return 0;
  16672. }
  16673. break;
  16674. }
  16675. }
  16676. //Don't continue if unit or even group is expired and has been deleted.
  16677. if( !group || !unit->alive )
  16678. return 0;
  16679. dissonance = skill_dance_switch(unit, 0);
  16680. if( unit->range >= 0 && group->interval != -1 )
  16681. {
  16682. if( battle_config.skill_wall_check )
  16683. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16684. else
  16685. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16686. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16687. group->unit_id = UNT_USED_TRAPS;
  16688. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16689. unit->range = -1; //Disable processed cell.
  16690. if (--group->val1 <= 0) { // number of live cells
  16691. //All tiles were processed, disable skill.
  16692. group->target_flag=BCT_NOONE;
  16693. group->bl_flag= BL_NUL;
  16694. }
  16695. }
  16696. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR) {
  16697. skill_delunit(unit);
  16698. return 0;
  16699. }
  16700. }
  16701. if( dissonance )
  16702. skill_dance_switch(unit, 1);
  16703. return 0;
  16704. }
  16705. /*==========================================
  16706. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16707. *------------------------------------------*/
  16708. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16709. {
  16710. map_freeblock_lock();
  16711. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16712. map_freeblock_unlock();
  16713. return 0;
  16714. }
  16715. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16716. /*==========================================
  16717. * flag :
  16718. * 1 : store that skill_unit in array
  16719. * 2 : clear that skill_unit
  16720. * 4 : call_on_left
  16721. *------------------------------------------*/
  16722. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16723. {
  16724. struct skill_unit* unit = (struct skill_unit *)bl;
  16725. struct skill_unit_group* group = NULL;
  16726. struct block_list* target = va_arg(ap,struct block_list*);
  16727. unsigned int tick = va_arg(ap,unsigned int);
  16728. int flag = va_arg(ap,int);
  16729. bool dissonance;
  16730. uint16 skill_id;
  16731. int i;
  16732. nullpo_ret(unit);
  16733. nullpo_ret(target);
  16734. if( !unit->alive || target->prev == NULL )
  16735. return 0;
  16736. nullpo_ret(group = unit->group);
  16737. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  16738. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16739. dissonance = skill_dance_switch(unit, 0);
  16740. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16741. skill_id = group->skill_id;
  16742. if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16743. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16744. if( dissonance ) {
  16745. skill_dance_switch(unit, 1);
  16746. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16747. }
  16748. return 0;
  16749. }
  16750. //Target-type check.
  16751. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16752. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16753. if( flag&1 ) {
  16754. if( flag&2 ) { //Clear this skill id.
  16755. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16756. if( i < ARRAYLENGTH(skill_unit_temp) )
  16757. skill_unit_temp[i] = 0;
  16758. }
  16759. } else {
  16760. if( flag&2 ) { //Store this skill id.
  16761. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16762. if( i < ARRAYLENGTH(skill_unit_temp) )
  16763. skill_unit_temp[i] = skill_id;
  16764. else
  16765. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16766. }
  16767. }
  16768. if( flag&4 )
  16769. skill_unit_onleft(skill_id,target,tick);
  16770. }
  16771. if( dissonance )
  16772. skill_dance_switch(unit, 1);
  16773. return 0;
  16774. } else {
  16775. if( flag&1 ) {
  16776. int result = skill_unit_onplace(unit,target,tick);
  16777. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16778. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16779. if( i < ARRAYLENGTH(skill_unit_temp) )
  16780. skill_unit_temp[i] = 0;
  16781. }
  16782. } else {
  16783. int result = skill_unit_onout(unit,target,tick);
  16784. if( flag&2 && result ) { //Store this unit id.
  16785. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16786. if( i < ARRAYLENGTH(skill_unit_temp) )
  16787. skill_unit_temp[i] = skill_id;
  16788. else
  16789. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16790. }
  16791. }
  16792. //TODO: Normally, this is dangerous since the unit and group could be freed
  16793. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16794. //cells do not get deleted within them. [Skotlex]
  16795. if( dissonance )
  16796. skill_dance_switch(unit, 1);
  16797. if( flag&4 )
  16798. skill_unit_onleft(skill_id,target,tick);
  16799. return 1;
  16800. }
  16801. }
  16802. /*==========================================
  16803. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16804. * Flag values:
  16805. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16806. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16807. * units to figure out when they have left a group.
  16808. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16809. *------------------------------------------*/
  16810. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16811. {
  16812. nullpo_ret(bl);
  16813. if( bl->prev == NULL )
  16814. return 0;
  16815. if( flag&2 && !(flag&1) ) //Onout, clear data
  16816. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16817. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16818. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16819. int i;
  16820. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16821. if( skill_unit_temp[i] )
  16822. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16823. }
  16824. return 0;
  16825. }
  16826. /*==========================================
  16827. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16828. * @param bl Skill unit
  16829. * @param m Map
  16830. * @param dx
  16831. * @param dy
  16832. *------------------------------------------*/
  16833. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16834. unsigned int tick = gettick();
  16835. struct skill_unit *su;
  16836. if (bl->type != BL_SKILL)
  16837. return;
  16838. if (!(su = (struct skill_unit *)bl))
  16839. return;
  16840. if (!su->alive)
  16841. return;
  16842. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16843. return; //Ensembles may not be moved around.
  16844. if (!bl->prev) {
  16845. bl->x = dx;
  16846. bl->y = dy;
  16847. return;
  16848. }
  16849. map_moveblock(bl, dx, dy, tick);
  16850. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16851. skill_getareachar_skillunit_visibilty(su, AREA);
  16852. return;
  16853. }
  16854. /**
  16855. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16856. * @param group Skill Group
  16857. * @param m Map
  16858. * @param dx
  16859. * @param dy
  16860. */
  16861. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16862. {
  16863. int i, j;
  16864. unsigned int tick = gettick();
  16865. int *m_flag;
  16866. struct skill_unit *unit1;
  16867. struct skill_unit *unit2;
  16868. if (group == NULL)
  16869. return;
  16870. if (group->unit_count <= 0)
  16871. return;
  16872. if (group->unit == NULL)
  16873. return;
  16874. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16875. return; //Ensembles may not be moved around.
  16876. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16877. // m_flag
  16878. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16879. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16880. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16881. // 3: Both 1+2.
  16882. for(i = 0; i < group->unit_count; i++) {
  16883. unit1 =& group->unit[i];
  16884. if (!unit1->alive || unit1->bl.m != m)
  16885. continue;
  16886. for(j = 0; j < group->unit_count; j++) {
  16887. unit2 = &group->unit[j];
  16888. if (!unit2->alive)
  16889. continue;
  16890. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16891. m_flag[i] |= 0x1;
  16892. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16893. m_flag[i] |= 0x2;
  16894. }
  16895. }
  16896. j = 0;
  16897. for (i = 0; i < group->unit_count; i++) {
  16898. unit1 = &group->unit[i];
  16899. if (!unit1->alive)
  16900. continue;
  16901. if (!(m_flag[i]&0x2)) {
  16902. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16903. skill_dance_overlap(unit1, 0);
  16904. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16905. }
  16906. //Move Cell using "smart" criteria (avoid useless moving around)
  16907. switch(m_flag[i]) {
  16908. case 0:
  16909. //Cell moves independently, safely move it.
  16910. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  16911. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16912. break;
  16913. case 1:
  16914. //Cell moves unto another cell, look for a replacement cell that won't collide
  16915. //and has no cell moving into it (flag == 2)
  16916. for(; j < group->unit_count; j++) {
  16917. int dx2, dy2;
  16918. if(m_flag[j] != 2 || !group->unit[j].alive)
  16919. continue;
  16920. //Move to where this cell would had moved.
  16921. unit2 = &group->unit[j];
  16922. dx2 = unit2->bl.x + dx - unit1->bl.x;
  16923. dy2 = unit2->bl.y + dy - unit1->bl.y;
  16924. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  16925. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16926. j++; //Skip this cell as we have used it.
  16927. break;
  16928. }
  16929. break;
  16930. case 2:
  16931. case 3:
  16932. break; //Don't move the cell as a cell will end on this tile anyway.
  16933. }
  16934. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16935. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16936. skill_dance_overlap(unit1, 1);
  16937. skill_getareachar_skillunit_visibilty(unit1, AREA);
  16938. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16939. }
  16940. }
  16941. aFree(m_flag);
  16942. }
  16943. /**
  16944. * Checking product requirement in player's inventory.
  16945. * Checking if player has the item or not, the amount, and the weight limit.
  16946. * @param sd Player
  16947. * @param nameid Product requested
  16948. * @param trigger Trigger criteria to match will 'ItemLv'
  16949. * @param qty Amount of item will be created
  16950. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16951. */
  16952. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16953. {
  16954. short i, j;
  16955. nullpo_ret(sd);
  16956. if (!nameid || !itemdb_exists(nameid))
  16957. return 0;
  16958. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16959. if (skill_produce_db[i].nameid == nameid) {
  16960. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16961. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16962. continue; // must iterate again to check other skills that produce it. [malufett]
  16963. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16964. continue; // special case
  16965. break;
  16966. }
  16967. }
  16968. if (i >= MAX_SKILL_PRODUCE_DB)
  16969. return 0;
  16970. // Cannot carry the produced stuff
  16971. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16972. return 0;
  16973. // Matching the requested produce list
  16974. if (trigger >= 0) {
  16975. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16976. if (skill_produce_db[i].itemlv != trigger)
  16977. return 0;
  16978. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16979. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16980. return 0;
  16981. } else { // Weapon (itemlv must be higher or equal)
  16982. if (skill_produce_db[i].itemlv > trigger)
  16983. return 0;
  16984. }
  16985. }
  16986. // Check on player's inventory
  16987. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16988. unsigned short nameid_produce;
  16989. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16990. continue;
  16991. if (skill_produce_db[i].mat_amount[j] == 0) {
  16992. if (pc_search_inventory(sd,nameid_produce) < 0)
  16993. return 0;
  16994. } else {
  16995. unsigned short idx, amt;
  16996. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16997. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  16998. amt += sd->inventory.u.items_inventory[idx].amount;
  16999. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17000. return 0;
  17001. }
  17002. }
  17003. return i + 1;
  17004. }
  17005. /**
  17006. * Attempt to produce an item
  17007. * @param sd Player
  17008. * @param skill_id Skill used
  17009. * @param nameid Requested product
  17010. * @param slot1
  17011. * @param slot2
  17012. * @param slot3
  17013. * @param qty Amount of requested item
  17014. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17015. * @return True is success, False if failed
  17016. */
  17017. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17018. {
  17019. int slot[3];
  17020. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17021. int num = -1; // exclude the recipe
  17022. struct status_data *status;
  17023. struct item_data* data;
  17024. nullpo_ret(sd);
  17025. status = status_get_status_data(&sd->bl);
  17026. if( sd->skill_id_old == skill_id )
  17027. skill_lv = sd->skill_lv_old;
  17028. if (produce_idx == -1) {
  17029. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17030. return false;
  17031. idx--;
  17032. }
  17033. else
  17034. idx = produce_idx;
  17035. if (qty < 1)
  17036. qty = 1;
  17037. if (!skill_id) //A skill can be specified for some override cases.
  17038. skill_id = skill_produce_db[idx].req_skill;
  17039. if( skill_id == GC_RESEARCHNEWPOISON )
  17040. skill_id = GC_CREATENEWPOISON;
  17041. slot[0] = slot1;
  17042. slot[1] = slot2;
  17043. slot[2] = slot3;
  17044. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17045. short j;
  17046. if (slot[i] <= 0)
  17047. continue;
  17048. j = pc_search_inventory(sd,slot[i]);
  17049. if (j < 0)
  17050. continue;
  17051. if (slot[i] == ITEMID_STAR_CRUMB) {
  17052. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17053. sc++;
  17054. }
  17055. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17056. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17057. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17058. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17059. }
  17060. }
  17061. if (skill_id == RK_RUNEMASTERY) {
  17062. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  17063. data = itemdb_search(nameid);
  17064. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  17065. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  17066. else temp_qty = 1;
  17067. if (data->stack.inventory) {
  17068. for (i = 0; i < MAX_INVENTORY; i++) {
  17069. if (sd->inventory.u.items_inventory[i].nameid == nameid) {
  17070. if (sd->inventory.u.items_inventory[i].amount >= data->stack.amount) {
  17071. clif_msg(sd,RUNE_CANT_CREATE);
  17072. return 0;
  17073. } else {
  17074. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  17075. if (temp_qty + sd->inventory.u.items_inventory[i].amount >= data->stack.amount)
  17076. temp_qty = data->stack.amount - sd->inventory.u.items_inventory[i].amount;
  17077. }
  17078. break;
  17079. }
  17080. }
  17081. }
  17082. qty = temp_qty;
  17083. }
  17084. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17085. short id, x, j;
  17086. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17087. continue;
  17088. num++;
  17089. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17090. do {
  17091. int y = 0;
  17092. j = pc_search_inventory(sd,id);
  17093. if (j >= 0) {
  17094. y = sd->inventory.u.items_inventory[j].amount;
  17095. if (y > x)
  17096. y = x;
  17097. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17098. } else {
  17099. ShowError("skill_produce_mix: material item error\n");
  17100. return false;
  17101. }
  17102. x -= y;
  17103. } while( j >= 0 && x > 0 );
  17104. }
  17105. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  17106. wlv = itemdb_wlv(nameid);
  17107. if (!equip) {
  17108. switch (skill_id) {
  17109. case BS_IRON:
  17110. case BS_STEEL:
  17111. case BS_ENCHANTEDSTONE:
  17112. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17113. i = pc_checkskill(sd,skill_id);
  17114. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17115. switch (nameid) {
  17116. case ITEMID_IRON:
  17117. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  17118. break;
  17119. case ITEMID_STEEL:
  17120. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  17121. break;
  17122. case ITEMID_STAR_CRUMB:
  17123. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  17124. break;
  17125. default: // Enchanted Stones
  17126. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  17127. break;
  17128. }
  17129. break;
  17130. case ASC_CDP:
  17131. make_per = (2000 + 40*status->dex + 20*status->luk);
  17132. break;
  17133. case AL_HOLYWATER:
  17134. case AB_ANCILLA:
  17135. make_per = 100000; //100% success
  17136. break;
  17137. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  17138. case AM_TWILIGHT1:
  17139. case AM_TWILIGHT2:
  17140. case AM_TWILIGHT3:
  17141. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  17142. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  17143. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  17144. if (hom_is_active(sd->hd)) {//Player got a homun
  17145. int skill;
  17146. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  17147. make_per += skill*100; //+1% bonus per level
  17148. }
  17149. switch(nameid){
  17150. case ITEMID_RED_POTION:
  17151. case ITEMID_YELLOW_POTION:
  17152. case ITEMID_WHITE_POTION:
  17153. make_per += (1+rnd()%100)*10 + 2000;
  17154. break;
  17155. case ITEMID_ALCOHOL:
  17156. make_per += (1+rnd()%100)*10 + 1000;
  17157. break;
  17158. case ITEMID_FIRE_BOTTLE:
  17159. case ITEMID_ACID_BOTTLE:
  17160. case ITEMID_MAN_EATER_BOTTLE:
  17161. case ITEMID_MINI_BOTTLE:
  17162. make_per += (1+rnd()%100)*10;
  17163. break;
  17164. case ITEMID_YELLOW_SLIM_POTION:
  17165. make_per -= (1+rnd()%50)*10;
  17166. break;
  17167. case ITEMID_WHITE_SLIM_POTION:
  17168. case ITEMID_COATING_BOTTLE:
  17169. make_per -= (1+rnd()%100)*10;
  17170. break;
  17171. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  17172. case ITEMID_BLUE_POTION:
  17173. case ITEMID_RED_SLIM_POTION:
  17174. case ITEMID_ANODYNE:
  17175. case ITEMID_ALOEBERA:
  17176. default:
  17177. break;
  17178. }
  17179. if (battle_config.pp_rate != 100)
  17180. make_per = make_per * battle_config.pp_rate / 100;
  17181. break;
  17182. case SA_CREATECON: // Elemental Converter Creation
  17183. make_per = 100000; // should be 100% success rate
  17184. break;
  17185. case RK_RUNEMASTERY: {
  17186. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  17187. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  17188. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  17189. int D = 0;
  17190. switch (nameid) { //rune rank it_diff 9 craftable rune
  17191. case ITEMID_BERKANA:
  17192. D = -2000;
  17193. break; //Rank S
  17194. case ITEMID_NAUTHIZ:
  17195. case ITEMID_URUZ:
  17196. D = -1500;
  17197. break; //Rank A
  17198. case ITEMID_ISA:
  17199. case ITEMID_WYRD:
  17200. D = -1000;
  17201. break; //Rank B
  17202. case ITEMID_RAIDO:
  17203. case ITEMID_THURISAZ:
  17204. case ITEMID_HAGALAZ:
  17205. case ITEMID_OTHILA:
  17206. D = -500;
  17207. break; //Rank C
  17208. default:
  17209. D = -1500;
  17210. break; //not specified =-15%
  17211. }
  17212. make_per = A + B + C + D;
  17213. }
  17214. break;
  17215. case GC_CREATENEWPOISON:
  17216. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17217. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17218. break;
  17219. case GN_CHANGEMATERIAL:
  17220. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17221. if (skill_changematerial_db[i].nameid == nameid) {
  17222. make_per = skill_changematerial_db[i].rate * 10;
  17223. break;
  17224. }
  17225. }
  17226. break;
  17227. case GN_S_PHARMACY:
  17228. {
  17229. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  17230. 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) +
  17231. (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)
  17232. switch(nameid){// difficulty factor
  17233. case ITEMID_HP_INCREASE_POTION_SMALL:
  17234. case ITEMID_SP_INCREASE_POTION_SMALL:
  17235. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  17236. difficulty += 10;
  17237. break;
  17238. case ITEMID_BOMB_MUSHROOM_SPORE:
  17239. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  17240. difficulty += 15;
  17241. break;
  17242. case ITEMID_BANANA_BOMB:
  17243. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  17244. case ITEMID_SP_INCREASE_POTION_LARGE:
  17245. case ITEMID_VITATA500:
  17246. difficulty += 20;
  17247. break;
  17248. case ITEMID_SEED_OF_HORNY_PLANT:
  17249. case ITEMID_BLOODSUCK_PLANT_SEED:
  17250. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  17251. difficulty += 30;
  17252. break;
  17253. case ITEMID_HP_INCREASE_POTION_LARGE:
  17254. case ITEMID_CURE_FREE:
  17255. difficulty += 40;
  17256. break;
  17257. }
  17258. if( make_per >= 400 && make_per > difficulty)
  17259. qty = 10;
  17260. else if( make_per >= 300 && make_per > difficulty)
  17261. qty = 7;
  17262. else if( make_per >= 100 && make_per > difficulty)
  17263. qty = 6;
  17264. else if( make_per >= 1 && make_per > difficulty)
  17265. qty = 5;
  17266. else
  17267. qty = 4;
  17268. make_per = 10000;
  17269. }
  17270. break;
  17271. case GN_MAKEBOMB:
  17272. case GN_MIX_COOKING:
  17273. {
  17274. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  17275. 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)
  17276. qty = ~(5 + rnd()%5) + 1;
  17277. switch(nameid){// difficulty factor
  17278. case ITEMID_APPLE_BOMB:
  17279. difficulty += 5;
  17280. break;
  17281. case ITEMID_COCONUT_BOMB:
  17282. case ITEMID_MELON_BOMB:
  17283. difficulty += 10;
  17284. break;
  17285. case ITEMID_SAVAGE_FULL_ROAST:
  17286. case ITEMID_COCKTAIL_WARG_BLOOD:
  17287. case ITEMID_MINOR_STEW:
  17288. case ITEMID_SIROMA_ICED_TEA:
  17289. case ITEMID_DROSERA_HERB_SALAD:
  17290. case ITEMID_PETITE_TAIL_NOODLES:
  17291. case ITEMID_PINEAPPLE_BOMB:
  17292. difficulty += 15;
  17293. break;
  17294. case ITEMID_BANANA_BOMB:
  17295. difficulty += 20;
  17296. break;
  17297. }
  17298. if( make_per >= 30 && make_per > difficulty)
  17299. qty = 10 + rnd()%2;
  17300. else if( make_per >= 10 && make_per > difficulty)
  17301. qty = 10;
  17302. else if( make_per == 10 && make_per > difficulty)
  17303. qty = 8;
  17304. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  17305. ;// Food/Bomb creation fails.
  17306. else if( make_per >= 30 && make_per < difficulty)
  17307. qty = 5;
  17308. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  17309. qty = ~qty + 1;
  17310. make_per = 0;
  17311. }
  17312. else
  17313. make_per = 10000;
  17314. qty = (skill_lv > 1 ? qty : 1);
  17315. }
  17316. break;
  17317. default:
  17318. if (sd->menuskill_id == AM_PHARMACY &&
  17319. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  17320. { //Assume Cooking Dish
  17321. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  17322. make_per = 10000; //100% Success
  17323. else
  17324. make_per = 1200 * (sd->menuskill_val - 10)
  17325. + 20 * (sd->status.base_level + 1)
  17326. + 20 * (status->dex + 1)
  17327. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  17328. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  17329. - 10 * (100 - status->luk + 1)
  17330. - 500 * (num - 1)
  17331. - 100 * (rnd()%4 + 1);
  17332. break;
  17333. }
  17334. make_per = 5000;
  17335. break;
  17336. }
  17337. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  17338. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  17339. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  17340. 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
  17341. 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
  17342. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  17343. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  17344. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  17345. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  17346. if (battle_config.wp_rate != 100)
  17347. make_per = make_per * battle_config.wp_rate / 100;
  17348. }
  17349. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  17350. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  17351. if (make_per < 1) make_per = 1;
  17352. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  17353. struct item tmp_item;
  17354. memset(&tmp_item,0,sizeof(tmp_item));
  17355. tmp_item.nameid = nameid;
  17356. tmp_item.amount = 1;
  17357. tmp_item.identify = 1;
  17358. if (equip) {
  17359. tmp_item.card[0] = CARD0_FORGE;
  17360. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17361. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17362. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17363. } else {
  17364. //Flag is only used on the end, so it can be used here. [Skotlex]
  17365. switch (skill_id) {
  17366. case BS_DAGGER:
  17367. case BS_SWORD:
  17368. case BS_TWOHANDSWORD:
  17369. case BS_AXE:
  17370. case BS_MACE:
  17371. case BS_KNUCKLE:
  17372. case BS_SPEAR:
  17373. flag = battle_config.produce_item_name_input&0x1;
  17374. break;
  17375. case AM_PHARMACY:
  17376. case AM_TWILIGHT1:
  17377. case AM_TWILIGHT2:
  17378. case AM_TWILIGHT3:
  17379. flag = battle_config.produce_item_name_input&0x2;
  17380. break;
  17381. case AL_HOLYWATER:
  17382. case AB_ANCILLA:
  17383. flag = battle_config.produce_item_name_input&0x8;
  17384. break;
  17385. case ASC_CDP:
  17386. flag = battle_config.produce_item_name_input&0x10;
  17387. break;
  17388. default:
  17389. flag = battle_config.produce_item_name_input&0x80;
  17390. break;
  17391. }
  17392. if (flag) {
  17393. tmp_item.card[0] = CARD0_CREATE;
  17394. tmp_item.card[1] = 0;
  17395. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17396. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17397. }
  17398. }
  17399. // if(log_config.produce > 0)
  17400. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17401. //TODO update PICKLOG
  17402. if (equip) {
  17403. clif_produceeffect(sd,0,nameid);
  17404. clif_misceffect(&sd->bl,3);
  17405. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17406. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17407. } else {
  17408. int fame = 0;
  17409. tmp_item.amount = 0;
  17410. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17411. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17412. tmp_item.amount = qty;
  17413. break;
  17414. }
  17415. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17416. tmp_item.amount++;
  17417. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17418. continue;
  17419. if (skill_id != AM_PHARMACY &&
  17420. skill_id != AM_TWILIGHT1 &&
  17421. skill_id != AM_TWILIGHT2 &&
  17422. skill_id != AM_TWILIGHT3)
  17423. continue;
  17424. //Add fame as needed.
  17425. switch(++sd->potion_success_counter) {
  17426. case 3:
  17427. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17428. break;
  17429. case 5:
  17430. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17431. break;
  17432. case 7:
  17433. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17434. break;
  17435. case 10:
  17436. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17437. sd->potion_success_counter = 0;
  17438. break;
  17439. }
  17440. } else //Failure
  17441. sd->potion_success_counter = 0;
  17442. }
  17443. if (fame)
  17444. pc_addfame(sd,fame);
  17445. //Visual effects and the like.
  17446. switch (skill_id) {
  17447. case AM_PHARMACY:
  17448. case AM_TWILIGHT1:
  17449. case AM_TWILIGHT2:
  17450. case AM_TWILIGHT3:
  17451. case ASC_CDP:
  17452. case GC_CREATENEWPOISON:
  17453. clif_produceeffect(sd,2,nameid);
  17454. clif_misceffect(&sd->bl,5);
  17455. break;
  17456. case BS_IRON:
  17457. case BS_STEEL:
  17458. case BS_ENCHANTEDSTONE:
  17459. clif_produceeffect(sd,0,nameid);
  17460. clif_misceffect(&sd->bl,3);
  17461. break;
  17462. case RK_RUNEMASTERY:
  17463. clif_produceeffect(sd,4,nameid);
  17464. clif_misceffect(&sd->bl,5);
  17465. break;
  17466. default: //Those that don't require a skill?
  17467. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17468. clif_specialeffect(&sd->bl, 608, AREA);
  17469. if (sd->cook_mastery < 1999)
  17470. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17471. }
  17472. break;
  17473. }
  17474. }
  17475. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17476. int j, k = 0, l;
  17477. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17478. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17479. if (skill_changematerial_db[i].nameid == nameid){
  17480. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17481. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17482. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17483. tmp_item.amount = (isStackable ? total_qty : 1);
  17484. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17485. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17486. clif_additem(sd,0,0,flag);
  17487. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17488. }
  17489. }
  17490. k++;
  17491. }
  17492. }
  17493. break;
  17494. }
  17495. }
  17496. if (k) {
  17497. clif_produceeffect(sd,6,nameid);
  17498. clif_misceffect(&sd->bl,5);
  17499. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17500. return true;
  17501. }
  17502. } else if (tmp_item.amount) { //Success
  17503. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17504. clif_additem(sd,0,0,flag);
  17505. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17506. }
  17507. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17508. clif_produceeffect(sd,6,nameid);
  17509. clif_misceffect(&sd->bl,5);
  17510. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17511. }
  17512. return true;
  17513. }
  17514. }
  17515. //Failure
  17516. // if(log_config.produce)
  17517. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17518. //TODO update PICKLOG
  17519. if (equip) {
  17520. clif_produceeffect(sd,1,nameid);
  17521. clif_misceffect(&sd->bl,2);
  17522. } else {
  17523. switch (skill_id) {
  17524. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17525. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17526. case AM_PHARMACY:
  17527. case AM_TWILIGHT1:
  17528. case AM_TWILIGHT2:
  17529. case AM_TWILIGHT3:
  17530. case GC_CREATENEWPOISON:
  17531. clif_produceeffect(sd,3,nameid);
  17532. clif_misceffect(&sd->bl,6);
  17533. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17534. break;
  17535. case BS_IRON:
  17536. case BS_STEEL:
  17537. case BS_ENCHANTEDSTONE:
  17538. clif_produceeffect(sd,1,nameid);
  17539. clif_misceffect(&sd->bl,2);
  17540. break;
  17541. case RK_RUNEMASTERY:
  17542. clif_produceeffect(sd,5,nameid);
  17543. clif_misceffect(&sd->bl,6);
  17544. break;
  17545. case GN_MIX_COOKING:
  17546. {
  17547. struct item tmp_item;
  17548. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17549. int rate = rnd()%500;
  17550. memset(&tmp_item,0,sizeof(tmp_item));
  17551. if (rate < 50) i = 4;
  17552. else if (rate < 100) i = 2+rnd()%1;
  17553. else if (rate < 250) i = 1;
  17554. else if (rate < 500) i = 0;
  17555. tmp_item.nameid = compensation[i];
  17556. tmp_item.amount = qty;
  17557. tmp_item.identify = 1;
  17558. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17559. clif_additem(sd,0,0,flag);
  17560. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17561. }
  17562. clif_produceeffect(sd,7,nameid);
  17563. clif_misceffect(&sd->bl,6);
  17564. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17565. }
  17566. break;
  17567. case GN_MAKEBOMB:
  17568. case GN_S_PHARMACY:
  17569. case GN_CHANGEMATERIAL:
  17570. clif_produceeffect(sd,7,nameid);
  17571. clif_misceffect(&sd->bl,6);
  17572. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17573. break;
  17574. default:
  17575. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17576. clif_specialeffect(&sd->bl, 609, AREA);
  17577. if (sd->cook_mastery > 0)
  17578. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17579. }
  17580. break;
  17581. }
  17582. }
  17583. return false;
  17584. }
  17585. /**
  17586. * Attempt to create arrow by specified material
  17587. * @param sd Player
  17588. * @param nameid Item ID of material
  17589. * @return True if created, False is failed
  17590. */
  17591. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17592. {
  17593. short i, j, idx = -1;
  17594. struct item tmp_item;
  17595. nullpo_ret(sd);
  17596. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17597. return false;
  17598. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17599. if (nameid == skill_arrow_db[i].nameid) {
  17600. idx = i;
  17601. break;
  17602. }
  17603. }
  17604. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17605. return false;
  17606. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17607. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17608. char flag = 0;
  17609. 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)
  17610. continue;
  17611. memset(&tmp_item,0,sizeof(tmp_item));
  17612. tmp_item.identify = 1;
  17613. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17614. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17615. if (battle_config.produce_item_name_input&0x4) {
  17616. tmp_item.card[0] = CARD0_CREATE;
  17617. tmp_item.card[1] = 0;
  17618. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17619. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17620. }
  17621. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17622. clif_additem(sd,0,0,flag);
  17623. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17624. }
  17625. }
  17626. return true;
  17627. }
  17628. /**
  17629. * Enchant weapon with poison
  17630. * @param sd Player
  17631. * @nameid Item ID of poison type
  17632. */
  17633. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17634. {
  17635. sc_type type;
  17636. int chance, i, val4 = 0;
  17637. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17638. char output[CHAT_SIZE_MAX];
  17639. const char *msg;
  17640. nullpo_ret(sd);
  17641. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17642. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17643. return 0;
  17644. }
  17645. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17646. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17647. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17648. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17649. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  17650. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17651. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  17652. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  17653. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17654. default:
  17655. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17656. return 0;
  17657. }
  17658. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17659. 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
  17660. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17661. sprintf(output, msg_txt(sd,721), msg);
  17662. clif_colormes(sd->fd,color_table[COLOR_WHITE],output);
  17663. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17664. clif_msg(sd,msg);
  17665. #endif*/
  17666. return 0;
  17667. }
  17668. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17669. {
  17670. struct status_change *sc = status_get_sc(bl);
  17671. // non-offensive and non-magic skills do not affect the status
  17672. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17673. return;
  17674. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17675. if (sc->data[SC_MAGICPOWER]->val4) {
  17676. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17677. } else {
  17678. sc->data[SC_MAGICPOWER]->val4 = 1;
  17679. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17680. #ifndef RENEWAL
  17681. if(bl->type == BL_PC){// update current display.
  17682. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17683. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17684. }
  17685. #endif
  17686. }
  17687. }
  17688. }
  17689. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17690. int x, y, i, class_, skill;
  17691. struct mob_data *md;
  17692. nullpo_ret(sd);
  17693. skill = sd->menuskill_val;
  17694. if( !nameid || !itemdb_group_item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17695. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17696. return 0;
  17697. }
  17698. // Spawn Position
  17699. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17700. x = sd->sc.comet_x;
  17701. y = sd->sc.comet_y;
  17702. sd->sc.comet_x = sd->sc.comet_y = 0;
  17703. sd->menuskill_val = 0;
  17704. // Item picked decides the mob class
  17705. switch(nameid) {
  17706. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17707. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17708. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17709. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17710. default:
  17711. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17712. return 0;
  17713. }
  17714. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17715. if( md ) {
  17716. struct unit_data *ud = unit_bl2ud(&md->bl);
  17717. md->master_id = sd->bl.id;
  17718. md->special_state.ai = AI_FAW;
  17719. if(ud) {
  17720. ud->skill_id = NC_MAGICDECOY;
  17721. ud->skill_lv = skill;
  17722. }
  17723. if( md->deletetimer != INVALID_TIMER )
  17724. delete_timer(md->deletetimer, mob_timer_delete);
  17725. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17726. mob_spawn(md);
  17727. }
  17728. return 0;
  17729. }
  17730. // Warlock Spellbooks. [LimitLine/3CeAM]
  17731. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  17732. int i, max_preserve, skill_id, point;
  17733. struct status_change *sc;
  17734. nullpo_retv(sd);
  17735. sc = status_get_sc(&sd->bl);
  17736. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17737. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17738. if( sc && !sc->data[i] )
  17739. break;
  17740. }
  17741. if( i > SC_MAXSPELLBOOK ) {
  17742. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17743. return;
  17744. }
  17745. if (!skill_spellbook_count)
  17746. return;
  17747. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17748. if( i == MAX_SKILL_SPELLBOOK_DB )
  17749. return;
  17750. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17751. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17752. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17753. return;
  17754. }
  17755. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17756. point = skill_spellbook_db[i].point;
  17757. if( sc && sc->data[SC_FREEZE_SP] ) {
  17758. if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
  17759. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17760. return;
  17761. }
  17762. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17763. if( !sc->data[i] ){
  17764. sc->data[SC_FREEZE_SP]->val2 += point; // increase points
  17765. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17766. break;
  17767. }
  17768. }
  17769. } else {
  17770. sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
  17771. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17772. }
  17773. // Reading Spell Book SP cost same as the sealed spell.
  17774. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17775. }
  17776. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17777. int lv, prob, aslvl = 0;
  17778. uint16 id, sk_idx = 0;
  17779. nullpo_ret(sd);
  17780. if (sd->sc.data[SC_STOP]) {
  17781. aslvl = sd->sc.data[SC_STOP]->val1;
  17782. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17783. }
  17784. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17785. return 0;
  17786. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  17787. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17788. return 0;
  17789. }
  17790. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17791. lv = min(lv,sd->status.skill[sk_idx].lv);
  17792. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17793. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17794. return 0;
  17795. }
  17796. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17797. int i;
  17798. nullpo_ret(sd);
  17799. nullpo_ret(item_list);
  17800. if( n <= 0 )
  17801. return 1;
  17802. for( i = 0; i < n; i++ ) {
  17803. unsigned short nameid;
  17804. int add_amount, del_amount, idx, product;
  17805. struct item tmp_item;
  17806. idx = item_list[i*2+0]-2;
  17807. del_amount = item_list[i*2+1];
  17808. if( skill_lv == 2 )
  17809. del_amount -= (del_amount % 10);
  17810. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17811. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  17812. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17813. return 1;
  17814. }
  17815. switch( nameid ) {
  17816. // Level 1
  17817. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17818. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17819. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17820. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17821. // Level 2
  17822. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17823. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17824. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17825. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17826. default:
  17827. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17828. return 1;
  17829. }
  17830. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17831. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17832. return 1;
  17833. }
  17834. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17835. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17836. return 1;
  17837. }
  17838. memset(&tmp_item,0,sizeof(tmp_item));
  17839. tmp_item.nameid = product;
  17840. tmp_item.amount = add_amount;
  17841. tmp_item.identify = 1;
  17842. if( tmp_item.amount ) {
  17843. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17844. if( flag != 0 ) {
  17845. clif_additem(sd,0,0,flag);
  17846. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17847. }
  17848. }
  17849. }
  17850. return 0;
  17851. }
  17852. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17853. int i, j, k, c, p = 0, amount;
  17854. unsigned short nameid;
  17855. nullpo_ret(sd);
  17856. nullpo_ret(item_list);
  17857. // Search for objects that can be created.
  17858. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17859. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17860. p = 0;
  17861. do {
  17862. c = 0;
  17863. // Verification of overlap between the objects required and the list submitted.
  17864. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17865. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17866. for( k = 0; k < n; k++ ) {
  17867. int idx = item_list[k*2+0]-2;
  17868. nameid = sd->inventory.u.items_inventory[idx].nameid;
  17869. amount = item_list[k*2+1];
  17870. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17871. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17872. return 0;
  17873. }
  17874. 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]
  17875. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17876. c++; // match
  17877. }
  17878. }
  17879. else
  17880. break; // No more items required
  17881. }
  17882. p++;
  17883. } while(n == j && c == n);
  17884. p--;
  17885. if ( p > 0 ) {
  17886. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  17887. return 1;
  17888. }
  17889. }
  17890. }
  17891. if( p == 0)
  17892. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17893. return 0;
  17894. }
  17895. /**
  17896. * For Royal Guard's LG_TRAMPLE
  17897. */
  17898. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17899. {
  17900. struct skill_unit *su = (struct skill_unit *)bl;
  17901. struct skill_unit_group *sg = NULL;
  17902. unsigned int tick;
  17903. nullpo_ret(su);
  17904. tick = va_arg(ap, unsigned int);
  17905. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17906. switch( sg->unit_id ) {
  17907. case UNT_CLAYMORETRAP:
  17908. case UNT_FIRINGTRAP:
  17909. case UNT_ICEBOUNDTRAP:
  17910. if(battle_config.skill_wall_check)
  17911. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  17912. else
  17913. 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);
  17914. break;
  17915. case UNT_LANDMINE:
  17916. case UNT_BLASTMINE:
  17917. case UNT_SHOCKWAVE:
  17918. case UNT_SANDMAN:
  17919. case UNT_FLASHER:
  17920. case UNT_FREEZINGTRAP:
  17921. case UNT_CLUSTERBOMB:
  17922. if (battle_config.skill_wall_check && !(skill_get_nk(sg->skill_id)&NK_NO_DAMAGE))
  17923. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17924. else
  17925. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17926. break;
  17927. }
  17928. // Traps aren't recovered.
  17929. skill_delunit(su);
  17930. }
  17931. return 0;
  17932. }
  17933. /*==========================================
  17934. *
  17935. *------------------------------------------*/
  17936. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17937. int i;
  17938. nullpo_retr(-1, sd);
  17939. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17940. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17941. }
  17942. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17943. struct map_session_data *sd = map_id2sd(id);
  17944. int i = (int)data;
  17945. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17946. return 0;
  17947. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17948. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17949. return 0;
  17950. }
  17951. aFree(sd->scd[i]);
  17952. sd->scd[i] = NULL;
  17953. return 1;
  17954. }
  17955. /**
  17956. * Flags a singular skill as being blocked from persistent usage.
  17957. * @param sd the player the skill delay affects
  17958. * @param skill_id the skill which should be delayed
  17959. * @param tick the length of time the delay should last
  17960. * @param load whether this assignment is being loaded upon player login
  17961. * @return 0 if successful, -1 otherwise
  17962. */
  17963. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17964. int i;
  17965. nullpo_retr(-1, sd);
  17966. if (!skill_id || tick < 1)
  17967. return -1;
  17968. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17969. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17970. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17971. aFree(sd->scd[i]);
  17972. sd->scd[i] = NULL;
  17973. }
  17974. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17975. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17976. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17977. sd->scd[i]->skill_id = skill_id;
  17978. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17979. if (battle_config.display_status_timers && tick > 0)
  17980. clif_skill_cooldown(sd, skill_id, tick);
  17981. return 1;
  17982. } else {
  17983. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17984. return 0;
  17985. }
  17986. }
  17987. int skill_blockpc_clear(struct map_session_data *sd) {
  17988. int i;
  17989. nullpo_ret(sd);
  17990. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17991. if (!sd->scd[i])
  17992. continue;
  17993. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17994. aFree(sd->scd[i]);
  17995. sd->scd[i] = NULL;
  17996. }
  17997. return 1;
  17998. }
  17999. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  18000. {
  18001. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18002. if (data <= 0 || data >= SKILL_MAX_DB())
  18003. return 0;
  18004. if (hd)
  18005. hd->blockskill[data] = 0;
  18006. return 1;
  18007. }
  18008. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18009. {
  18010. uint16 idx = skill_get_index(skill_id);
  18011. nullpo_retr(-1, hd);
  18012. if (!idx)
  18013. return -1;
  18014. if (tick < 1) {
  18015. hd->blockskill[idx] = 0;
  18016. return -1;
  18017. }
  18018. hd->blockskill[idx] = 1;
  18019. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  18020. }
  18021. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  18022. {
  18023. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18024. if( data <= 0 || data >= SKILL_MAX_DB() )
  18025. return 0;
  18026. if( md )
  18027. md->blockskill[data] = 0;
  18028. return 1;
  18029. }
  18030. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18031. {
  18032. uint16 idx = skill_get_index(skill_id);
  18033. nullpo_retr(-1, md);
  18034. if( !idx )
  18035. return -1;
  18036. if( tick < 1 ) {
  18037. md->blockskill[idx] = 0;
  18038. return -1;
  18039. }
  18040. md->blockskill[idx] = 1;
  18041. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  18042. }
  18043. /**
  18044. * Adds a new skill unit entry for this player to recast after map load
  18045. * @param sd: Player
  18046. * @param skill_id: Skill ID to save
  18047. * @param skill_lv: Skill level to save
  18048. */
  18049. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18050. {
  18051. struct skill_usave *sus = NULL;
  18052. if (idb_exists(skillusave_db,sd->status.char_id))
  18053. idb_remove(skillusave_db,sd->status.char_id);
  18054. CREATE(sus, struct skill_usave, 1);
  18055. idb_put(skillusave_db, sd->status.char_id, sus);
  18056. sus->skill_id = skill_id;
  18057. sus->skill_lv = skill_lv;
  18058. }
  18059. /**
  18060. * Loads saved skill unit entries for this player after map load
  18061. * @param sd: Player
  18062. */
  18063. void skill_usave_trigger(struct map_session_data *sd)
  18064. {
  18065. struct skill_usave *sus = NULL;
  18066. struct skill_unit_group *group = NULL;
  18067. if (!(sus = idb_get(skillusave_db,sd->status.char_id)))
  18068. return;
  18069. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18070. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18071. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  18072. idb_remove(skillusave_db, sd->status.char_id);
  18073. }
  18074. /*
  18075. *
  18076. */
  18077. int skill_split_str (char *str, char **val, int num)
  18078. {
  18079. int i;
  18080. for( i = 0; i < num && str; i++ ) {
  18081. val[i] = str;
  18082. str = strchr(str,',');
  18083. if( str )
  18084. *str++ = 0;
  18085. }
  18086. return i;
  18087. }
  18088. /**
  18089. * Split the string with ':' as separator and put each value for a skilllv
  18090. * if no more value found put the latest to fill the array
  18091. * @param str : string to split
  18092. * @param val : array of MAX_SKILL_LEVEL to put value into
  18093. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  18094. */
  18095. int skill_split_atoi (char *str, int *val)
  18096. {
  18097. int i, j, step = 1;
  18098. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  18099. if (!str) break;
  18100. val[i] = atoi(str);
  18101. str = strchr(str,':');
  18102. if (str)
  18103. *str++=0;
  18104. }
  18105. if(i==0) //No data found.
  18106. return 0;
  18107. if(i==1) { //Single value, have the whole range have the same value.
  18108. for (; i < MAX_SKILL_LEVEL; i++)
  18109. val[i] = val[i-1];
  18110. return i;
  18111. }
  18112. //Check for linear change with increasing steps until we reach half of the data acquired.
  18113. for (step = 1; step <= i/2; step++) {
  18114. int diff = val[i-1] - val[i-step-1];
  18115. for(j = i-1; j >= step; j--)
  18116. if ((val[j]-val[j-step]) != diff)
  18117. break;
  18118. if (j>=step) //No match, try next step.
  18119. continue;
  18120. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  18121. val[i] = val[i-step]+diff;
  18122. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  18123. { val[i] = 1; diff = 0; step = 1; }
  18124. }
  18125. return i;
  18126. }
  18127. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  18128. for (;i<MAX_SKILL_LEVEL; i++)
  18129. val[i] = val[i-1];
  18130. return i;
  18131. }
  18132. /*
  18133. *
  18134. */
  18135. void skill_init_unit_layout (void) {
  18136. int i,j,pos = 0;
  18137. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  18138. // standard square layouts go first
  18139. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  18140. int size = i*2+1;
  18141. skill_unit_layout[i].count = size*size;
  18142. for (j=0; j<size*size; j++) {
  18143. skill_unit_layout[i].dx[j] = (j%size-i);
  18144. skill_unit_layout[i].dy[j] = (j/size-i);
  18145. }
  18146. }
  18147. // afterwards add special ones
  18148. pos = i;
  18149. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18150. uint16 skill_id = 0;
  18151. if (!skill_db[i])
  18152. continue;
  18153. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  18154. continue;
  18155. skill_id = skill_idx2id(i);
  18156. if( skill_id == EL_FIRE_MANTLE ) {
  18157. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  18158. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  18159. skill_unit_layout[pos].count = 8;
  18160. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18161. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18162. } else {
  18163. switch (skill_id) {
  18164. case MG_FIREWALL:
  18165. case WZ_ICEWALL:
  18166. case WL_EARTHSTRAIN:
  18167. case RL_FIRE_RAIN:
  18168. // these will be handled later
  18169. break;
  18170. case PR_SANCTUARY:
  18171. case NPC_EVILLAND: {
  18172. static const int dx[] = {
  18173. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  18174. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  18175. static const int dy[]={
  18176. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  18177. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  18178. skill_unit_layout[pos].count = 21;
  18179. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18180. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18181. }
  18182. break;
  18183. case PR_MAGNUS: {
  18184. static const int dx[] = {
  18185. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18186. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18187. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  18188. static const int dy[] = {
  18189. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18190. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18191. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  18192. skill_unit_layout[pos].count = 33;
  18193. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18194. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18195. }
  18196. break;
  18197. case AS_VENOMDUST: {
  18198. static const int dx[] = {-1, 0, 0, 0, 1};
  18199. static const int dy[] = { 0,-1, 0, 1, 0};
  18200. skill_unit_layout[pos].count = 5;
  18201. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18202. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18203. }
  18204. break;
  18205. case CR_GRANDCROSS:
  18206. case NPC_GRANDDARKNESS: {
  18207. static const int dx[] = {
  18208. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  18209. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  18210. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  18211. static const int dy[] = {
  18212. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  18213. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  18214. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  18215. skill_unit_layout[pos].count = 29;
  18216. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18217. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18218. }
  18219. break;
  18220. case PF_FOGWALL: {
  18221. static const int dx[] = {
  18222. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  18223. static const int dy[] = {
  18224. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  18225. skill_unit_layout[pos].count = 15;
  18226. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18227. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18228. }
  18229. break;
  18230. case PA_GOSPEL: {
  18231. static const int dx[] = {
  18232. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18233. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18234. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  18235. -1, 0, 1};
  18236. static const int dy[] = {
  18237. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18238. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18239. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  18240. 3, 3, 3};
  18241. skill_unit_layout[pos].count = 33;
  18242. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18243. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18244. }
  18245. break;
  18246. case NJ_KAENSIN: {
  18247. 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};
  18248. 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};
  18249. skill_unit_layout[pos].count = 24;
  18250. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18251. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18252. }
  18253. break;
  18254. case NJ_TATAMIGAESHI: {
  18255. //Level 1 (count 4, cross of 3x3)
  18256. static const int dx1[] = {-1, 1, 0, 0};
  18257. static const int dy1[] = { 0, 0,-1, 1};
  18258. //Level 2-3 (count 8, cross of 5x5)
  18259. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  18260. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  18261. //Level 4-5 (count 12, cross of 7x7
  18262. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  18263. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  18264. //lv1
  18265. j = 0;
  18266. skill_unit_layout[pos].count = 4;
  18267. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  18268. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  18269. skill_db[i]->unit_layout_type[j] = pos;
  18270. //lv2/3
  18271. j++;
  18272. pos++;
  18273. skill_unit_layout[pos].count = 8;
  18274. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  18275. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  18276. skill_db[i]->unit_layout_type[j] = pos;
  18277. skill_db[i]->unit_layout_type[++j] = pos;
  18278. //lv4/5
  18279. j++;
  18280. pos++;
  18281. skill_unit_layout[pos].count = 12;
  18282. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  18283. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  18284. skill_db[i]->unit_layout_type[j] = pos;
  18285. skill_db[i]->unit_layout_type[++j] = pos;
  18286. //Fill in the rest using lv 5.
  18287. for (;j<MAX_SKILL_LEVEL;j++)
  18288. skill_db[i]->unit_layout_type[j] = pos;
  18289. //Skip, this way the check below will fail and continue to the next skill.
  18290. pos++;
  18291. }
  18292. break;
  18293. case GN_WALLOFTHORN: {
  18294. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  18295. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  18296. skill_unit_layout[pos].count = 16;
  18297. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18298. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18299. }
  18300. break;
  18301. default:
  18302. ShowError("unknown unit layout at skill %d\n",i);
  18303. break;
  18304. }
  18305. }
  18306. if (!skill_unit_layout[pos].count)
  18307. continue;
  18308. for (j=0;j<MAX_SKILL_LEVEL;j++)
  18309. skill_db[i]->unit_layout_type[j] = pos;
  18310. pos++;
  18311. }
  18312. // firewall and icewall have 8 layouts (direction-dependent)
  18313. firewall_unit_pos = pos;
  18314. for (i=0;i<8;i++) {
  18315. if (i&1) {
  18316. skill_unit_layout[pos].count = 5;
  18317. if (i&0x2) {
  18318. int dx[] = {-1,-1, 0, 0, 1};
  18319. int dy[] = { 1, 0, 0,-1,-1};
  18320. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18321. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18322. } else {
  18323. int dx[] = { 1, 1 ,0, 0,-1};
  18324. int dy[] = { 1, 0, 0,-1,-1};
  18325. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18326. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18327. }
  18328. } else {
  18329. skill_unit_layout[pos].count = 3;
  18330. if (i%4==0) {
  18331. int dx[] = {-1, 0, 1};
  18332. int dy[] = { 0, 0, 0};
  18333. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18334. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18335. } else {
  18336. int dx[] = { 0, 0, 0};
  18337. int dy[] = {-1, 0, 1};
  18338. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18339. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18340. }
  18341. }
  18342. pos++;
  18343. }
  18344. icewall_unit_pos = pos;
  18345. for (i=0;i<8;i++) {
  18346. skill_unit_layout[pos].count = 5;
  18347. if (i&1) {
  18348. if (i&0x2) {
  18349. int dx[] = {-2,-1, 0, 1, 2};
  18350. int dy[] = { 2, 1, 0,-1,-2};
  18351. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18352. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18353. } else {
  18354. int dx[] = { 2, 1 ,0,-1,-2};
  18355. int dy[] = { 2, 1, 0,-1,-2};
  18356. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18357. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18358. }
  18359. } else {
  18360. if (i%4==0) {
  18361. int dx[] = {-2,-1, 0, 1, 2};
  18362. int dy[] = { 0, 0, 0, 0, 0};
  18363. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18364. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18365. } else {
  18366. int dx[] = { 0, 0, 0, 0, 0};
  18367. int dy[] = {-2,-1, 0, 1, 2};
  18368. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18369. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18370. }
  18371. }
  18372. pos++;
  18373. }
  18374. earthstrain_unit_pos = pos;
  18375. for( i = 0; i < 8; i++ )
  18376. { // For each Direction
  18377. skill_unit_layout[pos].count = 15;
  18378. switch( i )
  18379. {
  18380. case 0: case 1: case 3: case 4: case 5: case 7:
  18381. {
  18382. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18383. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18384. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18385. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18386. }
  18387. break;
  18388. case 2:
  18389. case 6:
  18390. {
  18391. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18392. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18393. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18394. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18395. }
  18396. break;
  18397. }
  18398. pos++;
  18399. }
  18400. firerain_unit_pos = pos;
  18401. for( i = 0; i < 8; i++ ) {
  18402. skill_unit_layout[pos].count = 3;
  18403. switch( i ) {
  18404. case 0: case 1: case 3: case 4: case 5: case 7:
  18405. {
  18406. static const int dx[] = {-1, 0, 1};
  18407. static const int dy[] = { 0, 0, 0};
  18408. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18409. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18410. }
  18411. break;
  18412. case 2:
  18413. case 6:
  18414. {
  18415. static const int dx[] = { 0, 0, 0};
  18416. static const int dy[] = {-1, 0, 1};
  18417. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18418. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18419. }
  18420. break;
  18421. }
  18422. pos++;
  18423. }
  18424. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18425. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18426. }
  18427. void skill_init_nounit_layout (void) {
  18428. int i, pos = 0;
  18429. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18430. overbrand_nounit_pos = pos;
  18431. for( i = 0; i < 8; i++ ) {
  18432. if( i&1 ) {
  18433. skill_nounit_layout[pos].count = 33;
  18434. if( i&2 ) {
  18435. if( i&4 ) { // 7
  18436. 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};
  18437. 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};
  18438. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18439. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18440. } else { // 3
  18441. 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};
  18442. 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};
  18443. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18444. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18445. }
  18446. } else {
  18447. if( i&4 ) { // 5
  18448. 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};
  18449. 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};
  18450. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18451. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18452. } else { // 1
  18453. 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};
  18454. 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};
  18455. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18456. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18457. }
  18458. }
  18459. } else {
  18460. skill_nounit_layout[pos].count = 21;
  18461. if( i&2 ) {
  18462. if( i&4 ) { // 6
  18463. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18464. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18465. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18466. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18467. } else { // 2
  18468. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18469. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18470. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18471. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18472. }
  18473. } else {
  18474. if( i&4 ) { // 4
  18475. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18476. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18477. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18478. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18479. } else { // 0
  18480. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18481. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18482. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18483. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18484. }
  18485. }
  18486. }
  18487. pos++;
  18488. }
  18489. overbrand_brandish_nounit_pos = pos;
  18490. for( i = 0; i < 8; i++ ) {
  18491. if( i&1 ) {
  18492. skill_nounit_layout[pos].count = 74;
  18493. if( i&2 ) {
  18494. if( i&4 ) { // 7
  18495. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18496. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18497. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18498. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18499. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18500. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18501. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18502. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18503. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18504. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18505. } else { // 3
  18506. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18507. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18508. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18509. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18510. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18511. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18512. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18513. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18514. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18515. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18516. }
  18517. } else {
  18518. if( i&4 ) { // 5
  18519. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18520. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18521. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18522. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18523. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18524. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18525. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18526. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18527. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18528. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18529. } else { // 1
  18530. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18531. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18532. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18533. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18534. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18535. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18536. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18537. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18538. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18539. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18540. }
  18541. }
  18542. } else {
  18543. skill_nounit_layout[pos].count = 44;
  18544. if( i&2 ) {
  18545. if( i&4 ) { // 6
  18546. 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};
  18547. 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};
  18548. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18549. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18550. } else { // 2
  18551. 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};
  18552. 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};
  18553. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18554. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18555. }
  18556. } else {
  18557. if( i&4 ) { // 4
  18558. 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};
  18559. 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};
  18560. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18561. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18562. } else { // 0
  18563. 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};
  18564. 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};
  18565. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18566. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18567. }
  18568. }
  18569. }
  18570. pos++;
  18571. }
  18572. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18573. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18574. }
  18575. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18576. int inf3 = 0;
  18577. struct status_change *sc = status_get_sc(bl);
  18578. if( !sc || !bl || !skill_id )
  18579. return 0; // Can do it
  18580. inf3 = skill_get_inf3(skill_id);
  18581. switch (type) {
  18582. case SC_ANKLE:
  18583. if (skill_id == AL_TELEPORT)
  18584. return 1;
  18585. break;
  18586. case SC_STASIS:
  18587. if (bl->type == BL_PC && !(inf3&INF3_STASIS_BL))
  18588. return 1; // Can't do it.
  18589. break;
  18590. case SC_KAGEHUMI:
  18591. if( inf3&INF3_KAGEHUMI_BL)
  18592. return 1;
  18593. case SC_BITE:
  18594. if (inf3&INF3_BITE_BLOCK)
  18595. return 1;
  18596. break;
  18597. }
  18598. return 0;
  18599. }
  18600. /* Determines whether a skill is currently active or not
  18601. * Used for purposes of cancelling SP usage when disabling a skill
  18602. */
  18603. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18604. {
  18605. switch( skill_id ) { //HP & SP Consumption Check
  18606. case BS_MAXIMIZE:
  18607. case NV_TRICKDEAD:
  18608. case TF_HIDING:
  18609. case AS_CLOAKING:
  18610. case GC_CLOAKINGEXCEED:
  18611. case ST_CHASEWALK:
  18612. case CR_DEFENDER:
  18613. case CR_SHRINK:
  18614. case CR_AUTOGUARD:
  18615. case ML_DEFENDER:
  18616. case ML_AUTOGUARD:
  18617. case PA_GOSPEL:
  18618. case GS_GATLINGFEVER:
  18619. case TK_READYCOUNTER:
  18620. case TK_READYDOWN:
  18621. case TK_READYSTORM:
  18622. case TK_READYTURN:
  18623. case TK_RUN:
  18624. case SG_FUSION:
  18625. case KO_YAMIKUMO:
  18626. case RA_WUGDASH:
  18627. case RA_CAMOUFLAGE:
  18628. case SU_HIDE:
  18629. if( sc->data[status_skill2sc(skill_id)] )
  18630. return 1;
  18631. break;
  18632. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18633. case NC_NEUTRALBARRIER:
  18634. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18635. return 1;
  18636. break;
  18637. case NC_STEALTHFIELD:
  18638. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18639. return 1;
  18640. break;
  18641. }
  18642. return 0;
  18643. }
  18644. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18645. int type = 0;
  18646. switch( skill_id ) {
  18647. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18648. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18649. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18650. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18651. }
  18652. type += skill_lv - 1;
  18653. return type;
  18654. }
  18655. /**
  18656. * Check before do `unit_movepos` call
  18657. * @param check_flag Flags: 1:Check for BG map, 2:Check for GVG map on WOE, 4:Check for GVG map
  18658. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  18659. **/
  18660. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  18661. nullpo_retr(false, bl);
  18662. if (check_flag&1 && map[bl->m].flag.battleground)
  18663. return false;
  18664. if (check_flag&2 && map_flag_gvg(bl->m))
  18665. return false;
  18666. if (check_flag&4 && map_flag_gvg2(bl->m))
  18667. return false;
  18668. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  18669. }
  18670. /*==========================================
  18671. * sub-function of DB reading.
  18672. * skill_db.txt
  18673. *------------------------------------------*/
  18674. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18675. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18676. uint16 skill_id = atoi(split[0]);
  18677. uint16 idx = skill_get_index2(skill_id);
  18678. if (!idx) {
  18679. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18680. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18681. return false;
  18682. }
  18683. idx = skill_db_create(skill_id);
  18684. }
  18685. skill_split_atoi(split[1],skill_db[idx]->range);
  18686. skill_db[idx]->hit = atoi(split[2]);
  18687. skill_db[idx]->inf = atoi(split[3]);
  18688. skill_split_atoi(split[4],skill_db[idx]->element);
  18689. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18690. skill_split_atoi(split[6],skill_db[idx]->splash);
  18691. skill_db[idx]->max = atoi(split[7]);
  18692. skill_split_atoi(split[8],skill_db[idx]->num);
  18693. if( strcmpi(split[9],"yes") == 0 )
  18694. skill_db[idx]->castcancel = true;
  18695. else
  18696. skill_db[idx]->castcancel = false;
  18697. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18698. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18699. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18700. if( strcmpi(split[13],"weapon") == 0 )
  18701. skill_db[idx]->skill_type = BF_WEAPON;
  18702. else if( strcmpi(split[13],"magic") == 0 )
  18703. skill_db[idx]->skill_type = BF_MAGIC;
  18704. else if( strcmpi(split[13],"misc") == 0 )
  18705. skill_db[idx]->skill_type = BF_MISC;
  18706. else
  18707. skill_db[idx]->skill_type = 0;
  18708. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18709. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18710. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18711. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18712. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18713. return true;
  18714. }
  18715. /**
  18716. * Split string to int by constant value (const.txt) or atoi()
  18717. * @param *str: String input
  18718. * @param *val: Temporary storage
  18719. * @param *delim: Delimiter (for multiple value support)
  18720. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18721. * @param max: Maximum number that can be allocated
  18722. * @return count: Number of success
  18723. */
  18724. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18725. uint8 i = 0;
  18726. char *p = strtok(str, delim);
  18727. while (p != NULL) {
  18728. int n = min_value;
  18729. trim(p);
  18730. if (ISDIGIT(p[0])) // If using numeric
  18731. n = atoi(p);
  18732. else if (!script_get_constant(p, &n)) { // If using constant value
  18733. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18734. p = strtok(NULL, delim);
  18735. continue;
  18736. }
  18737. if (n > min_value) {
  18738. val[i] = n;
  18739. i++;
  18740. if (i >= max)
  18741. break;
  18742. }
  18743. p = strtok(NULL, delim);
  18744. }
  18745. return i;
  18746. }
  18747. /// Clear status data from skill requirement
  18748. static void skill_destroy_requirement(uint16 idx) {
  18749. if (skill_db[idx]->require.status_count)
  18750. aFree(skill_db[idx]->require.status);
  18751. skill_db[idx]->require.status = NULL;
  18752. skill_db[idx]->require.status_count = 0;
  18753. if (skill_db[idx]->require.eqItem_count)
  18754. aFree(skill_db[idx]->require.eqItem);
  18755. skill_db[idx]->require.eqItem = NULL;
  18756. skill_db[idx]->require.eqItem_count = 0;
  18757. }
  18758. /**
  18759. * Read skill requirement from skill_require_db.txt
  18760. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
  18761. */
  18762. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18763. {
  18764. char* p;
  18765. uint16 idx, i;
  18766. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18767. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18768. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18769. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18770. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18771. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18772. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18773. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18774. p = split[7];
  18775. while (p) {
  18776. int l = atoi(p);
  18777. if( l == 99 ) { // Any weapon
  18778. skill_db[idx]->require.weapon = 0;
  18779. break;
  18780. } else
  18781. skill_db[idx]->require.weapon |= 1<<l;
  18782. p = strchr(p,':');
  18783. if(!p)
  18784. break;
  18785. p++;
  18786. }
  18787. //Ammo type that required, see doc/item_db for ammo types (View column)
  18788. p = split[8];
  18789. while (p) {
  18790. int l = atoi(p);
  18791. if( l == 99 ) { // Any ammo type
  18792. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18793. break;
  18794. } else if( l ) // 0 stands for no requirement
  18795. skill_db[idx]->require.ammo |= 1<<l;
  18796. p = strchr(p,':');
  18797. if( !p )
  18798. break;
  18799. p++;
  18800. }
  18801. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18802. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18803. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18804. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18805. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18806. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18807. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18808. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18809. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18810. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18811. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18812. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18813. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18814. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18815. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  18816. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18817. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18818. //Status requirements
  18819. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18820. trim(split[11]);
  18821. if (split[11][0] != '\0' || atoi(split[11])) {
  18822. int require[MAX_SKILL_STATUS_REQUIRE];
  18823. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18824. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18825. for (i = 0; i < skill_db[idx]->require.status_count; i++){
  18826. //todo add a check if possible here
  18827. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18828. }
  18829. }
  18830. }
  18831. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18832. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18833. uint16 itemid = atoi(split[13 + 2 * i]);
  18834. if (itemid > 0 && !itemdb_exists(itemid) ) {
  18835. ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0]));
  18836. return false;
  18837. }
  18838. skill_db[idx]->require.itemid[i] = itemid;
  18839. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  18840. }
  18841. //Equipped Item requirements.
  18842. trim(split[33]);
  18843. if (split[33][0] != '\0' || atoi(split[33])) {
  18844. int require[MAX_SKILL_EQUIP_REQUIRE];
  18845. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18846. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  18847. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){
  18848. if (require[i] > 0 && !itemdb_exists(require[i])) {
  18849. ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0]));
  18850. aFree(skill_db[idx]->require.eqItem); //don't need to retain this
  18851. skill_db[idx]->require.eqItem_count = 0;
  18852. return false;
  18853. }
  18854. skill_db[idx]->require.eqItem[i] = require[i];
  18855. }
  18856. }
  18857. }
  18858. return true;
  18859. }
  18860. /** Reads skill cast db
  18861. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18862. */
  18863. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18864. {
  18865. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18866. skill_split_atoi(split[1],skill_db[idx]->cast);
  18867. skill_split_atoi(split[2],skill_db[idx]->delay);
  18868. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  18869. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  18870. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  18871. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  18872. #ifdef RENEWAL_CAST
  18873. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  18874. #endif
  18875. return true;
  18876. }
  18877. /** Reads skill cast no dex db
  18878. * Structure: SkillID,Cast,Delay (optional)
  18879. */
  18880. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18881. {
  18882. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18883. skill_db[idx]->castnodex = atoi(split[1]);
  18884. if( split[2] ) // optional column
  18885. skill_db[idx]->delaynodex = atoi(split[2]);
  18886. return true;
  18887. }
  18888. /** Reads skill no cast db
  18889. * Structure: SkillID,Flag
  18890. */
  18891. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18892. {
  18893. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18894. skill_db[idx]->nocast |= atoi(split[1]);
  18895. return true;
  18896. }
  18897. /** Reads skill unit db
  18898. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18899. */
  18900. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18901. {
  18902. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18903. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  18904. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  18905. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  18906. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  18907. skill_db[idx]->unit_interval = atoi(split[5]);
  18908. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18909. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18910. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  18911. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  18912. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  18913. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  18914. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  18915. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  18916. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18917. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  18918. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  18919. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  18920. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18921. skill_db[idx]->unit_target = BCT_NOENEMY;
  18922. //By default, target just characters.
  18923. skill_db[idx]->unit_target |= BL_CHAR;
  18924. if (skill_db[idx]->unit_flag&UF_NOPC)
  18925. skill_db[idx]->unit_target &= ~BL_PC;
  18926. if (skill_db[idx]->unit_flag&UF_NOMOB)
  18927. skill_db[idx]->unit_target &= ~BL_MOB;
  18928. if (skill_db[idx]->unit_flag&UF_SKILL)
  18929. skill_db[idx]->unit_target |= BL_SKILL;
  18930. return true;
  18931. }
  18932. /** Reads Produce db
  18933. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18934. */
  18935. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18936. {
  18937. unsigned short x, y;
  18938. unsigned short id = atoi(split[0]);
  18939. unsigned short nameid = 0;
  18940. bool found = false;
  18941. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18942. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18943. return false;
  18944. }
  18945. // Clear previous data, for importing support
  18946. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18947. // Import just for clearing/disabling from original data
  18948. if (!(nameid = atoi(split[1]))) {
  18949. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18950. return true;
  18951. }
  18952. if (!itemdb_exists(nameid)) {
  18953. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18954. return false;
  18955. }
  18956. skill_produce_db[id].nameid = nameid;
  18957. skill_produce_db[id].itemlv = atoi(split[2]);
  18958. skill_produce_db[id].req_skill = atoi(split[3]);
  18959. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18960. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18961. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18962. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18963. }
  18964. if (!found)
  18965. skill_produce_count++;
  18966. return true;
  18967. }
  18968. /** Reads create arrow db
  18969. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18970. */
  18971. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18972. {
  18973. unsigned short x, y, i, material_id = atoi(split[0]);
  18974. if (!(itemdb_exists(material_id))) {
  18975. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18976. return false;
  18977. }
  18978. //search if we override something, (if not i=last idx)
  18979. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18980. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18981. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18982. return false;
  18983. }
  18984. // Import just for clearing/disabling from original data
  18985. if (atoi(split[1]) == 0) {
  18986. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18987. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18988. return true;
  18989. }
  18990. skill_arrow_db[i].nameid = material_id;
  18991. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18992. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18993. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18994. }
  18995. if (i == skill_arrow_count)
  18996. skill_arrow_count++;
  18997. return true;
  18998. }
  18999. /** Reads Spell book db
  19000. * Structure: SkillID,PreservePoints,RequiredBook
  19001. */
  19002. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  19003. {
  19004. unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]);
  19005. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  19006. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  19007. if (!skill_get_inf(skill_id))
  19008. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19009. else {
  19010. unsigned short i;
  19011. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  19012. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  19013. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  19014. return false;
  19015. }
  19016. // Import just for clearing/disabling from original data
  19017. if (points == 0) {
  19018. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  19019. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  19020. return true;
  19021. }
  19022. skill_spellbook_db[i].skill_id = skill_id;
  19023. skill_spellbook_db[i].point = points;
  19024. skill_spellbook_db[i].nameid = nameid;
  19025. if (i == skill_spellbook_count)
  19026. skill_spellbook_count++;
  19027. return true;
  19028. }
  19029. return false;
  19030. }
  19031. /** Reads improvise db
  19032. * Structure: SkillID,Rate
  19033. */
  19034. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  19035. {
  19036. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  19037. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  19038. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  19039. return false;
  19040. }
  19041. if ( !skill_get_inf(skill_id) ) {
  19042. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19043. return false;
  19044. }
  19045. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  19046. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  19047. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  19048. return false;
  19049. }
  19050. // Import just for clearing/disabling from original data
  19051. if (per == 0) {
  19052. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  19053. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  19054. return true;
  19055. }
  19056. skill_improvise_db[i].skill_id = skill_id;
  19057. skill_improvise_db[i].per = per; // Still need confirm it.
  19058. if (i == skill_improvise_count)
  19059. skill_improvise_count++;
  19060. return true;
  19061. }
  19062. /** Reads Magic mushroom db
  19063. * Structure: SkillID
  19064. */
  19065. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  19066. {
  19067. unsigned short i, skill_id = atoi(split[0]);
  19068. bool rem = (atoi(split[1]) == 1 ? true : false);
  19069. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19070. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  19071. return false;
  19072. }
  19073. if (!skill_get_inf(skill_id)) {
  19074. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19075. return false;
  19076. }
  19077. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  19078. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  19079. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  19080. return false;
  19081. }
  19082. // Import just for clearing/disabling from original data
  19083. if (rem) {
  19084. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  19085. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  19086. return true;
  19087. }
  19088. skill_magicmushroom_db[i].skill_id = skill_id;
  19089. if (i == skill_magicmushroom_count)
  19090. skill_magicmushroom_count++;
  19091. return true;
  19092. }
  19093. /** Reads db of copyable skill
  19094. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  19095. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  19096. */
  19097. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  19098. {
  19099. int16 id = 0;
  19100. uint8 option = 0;
  19101. trim(split[0]);
  19102. if (ISDIGIT(split[0][0]))
  19103. id = atoi(split[0]);
  19104. else
  19105. id = skill_name2id(split[0]);
  19106. id = skill_db_isset(id, __FUNCTION__);
  19107. if ((option = atoi(split[1])) > 3) {
  19108. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  19109. return false;
  19110. }
  19111. // Import just for clearing/disabling from original data
  19112. if (option == 0) {
  19113. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  19114. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  19115. return true;
  19116. }
  19117. skill_db[id]->copyable.option = option;
  19118. skill_db[id]->copyable.joballowed = 63;
  19119. if (atoi(split[2]))
  19120. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  19121. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  19122. return true;
  19123. }
  19124. /** Reads additional range for distance checking from NPC [Cydh]
  19125. * Structure: SkillName,AdditionalRange{,NPC Type}
  19126. * SkillID,AdditionalRange{,NPC Type}
  19127. */
  19128. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  19129. {
  19130. uint16 id = 0;
  19131. trim(split[0]);
  19132. if (ISDIGIT(split[0][0]))
  19133. id = atoi(split[0]);
  19134. else
  19135. id = skill_name2id(split[0]);
  19136. id = skill_db_isset(id, __FUNCTION__);
  19137. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  19138. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  19139. return true;
  19140. }
  19141. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  19142. * Structure: SkillID,DummyName,RatePerLvl
  19143. */
  19144. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  19145. {
  19146. unsigned short i, skill_id = atoi(split[0]);
  19147. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19148. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  19149. return false;
  19150. }
  19151. if (!skill_get_inf(skill_id)) {
  19152. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19153. return false;
  19154. }
  19155. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  19156. if (i >= ARRAYLENGTH(skill_abra_db)) {
  19157. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  19158. return false;
  19159. }
  19160. // Import just for clearing/disabling from original data
  19161. if (strcmp(split[1],"clear") == 0) {
  19162. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  19163. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  19164. return true;
  19165. }
  19166. skill_abra_db[i].skill_id = skill_id;
  19167. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  19168. skill_split_atoi(split[2],skill_abra_db[i].per);
  19169. if (i == skill_abra_count)
  19170. skill_abra_count++;
  19171. return true;
  19172. }
  19173. /** Reads change material db
  19174. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  19175. */
  19176. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  19177. {
  19178. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  19179. short rate = atoi(split[2]);
  19180. bool found = false;
  19181. int x, y;
  19182. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  19183. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  19184. return false;
  19185. }
  19186. // Clear previous data, for importing support
  19187. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  19188. found = true;
  19189. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19190. }
  19191. // Import just for clearing/disabling from original data
  19192. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  19193. if (nameid == 0) {
  19194. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19195. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  19196. return true;
  19197. }
  19198. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  19199. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  19200. if (skill_produce_db[x].nameid == nameid)
  19201. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  19202. break;
  19203. }
  19204. if (x >= MAX_SKILL_PRODUCE_DB) {
  19205. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  19206. return false;
  19207. }
  19208. skill_changematerial_db[id].nameid = nameid;
  19209. skill_changematerial_db[id].rate = rate;
  19210. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  19211. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  19212. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  19213. }
  19214. if (!found)
  19215. skill_changematerial_count++;
  19216. return true;
  19217. }
  19218. #ifdef ADJUST_SKILL_DAMAGE
  19219. /**
  19220. * Reads skill damage adjustment
  19221. * @author [Lilith]
  19222. */
  19223. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  19224. {
  19225. uint16 id = 0;
  19226. trim(split[0]);
  19227. if (ISDIGIT(split[0][0]))
  19228. id = atoi(split[0]);
  19229. else
  19230. id = skill_name2id(split[0]);
  19231. id = skill_db_isset(id, __FUNCTION__);
  19232. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  19233. skill_db[id]->damage.caster |= atoi(split[1]);
  19234. skill_db[id]->damage.map |= atoi(split[2]);
  19235. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  19236. if (split[3])
  19237. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  19238. if (split[4])
  19239. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  19240. if (split[5])
  19241. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  19242. return true;
  19243. }
  19244. #endif
  19245. /**
  19246. * Init dummy skill db also init Skill DB allocation
  19247. * @param skill_id
  19248. * @return Skill Index
  19249. **/
  19250. static uint16 skill_db_create(uint16 skill_id) {
  19251. if (skill_num >= MAX_SKILL) {
  19252. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  19253. return 0;
  19254. }
  19255. if (!skill_num)
  19256. CREATE(skill_db, struct s_skill_db *, 1);
  19257. else
  19258. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  19259. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  19260. if (skill_id > 0) {
  19261. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  19262. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  19263. }
  19264. skill_db[skill_num]->nameid = skill_id;
  19265. skilldb_id2idx[skill_id] = skill_num;
  19266. return skill_next_idx();
  19267. }
  19268. static void skill_db_destroy(void) {
  19269. uint16 i;
  19270. for (i = 0; i < SKILL_MAX_DB(); i++) {
  19271. if (skill_db[i]) {
  19272. skill_destroy_requirement(i);
  19273. aFree(skill_db[i]);
  19274. }
  19275. skill_db[i] = NULL;
  19276. }
  19277. skill_num = 0;
  19278. aFree(skill_db);
  19279. skill_db = NULL;
  19280. }
  19281. /*===============================
  19282. * DB reading.
  19283. * skill_db.txt
  19284. * skill_require_db.txt
  19285. * skill_cast_db.txt
  19286. * skill_castnodex_db.txt
  19287. * skill_nocast_db.txt
  19288. * skill_unit_db.txt
  19289. * produce_db.txt
  19290. * create_arrow_db.txt
  19291. * abra_db.txt
  19292. *------------------------------*/
  19293. static void skill_readdb(void)
  19294. {
  19295. int i;
  19296. const char* dbsubpath[] = {
  19297. "",
  19298. "/"DBIMPORT,
  19299. //add other path here
  19300. };
  19301. db_clear(skilldb_name2id);
  19302. for(i = 0; i < (UINT16_MAX+1); i++)
  19303. skilldb_id2idx[i] = 0;
  19304. skill_db_destroy();
  19305. skill_db_create(0);
  19306. memset(skill_produce_db,0,sizeof(skill_produce_db));
  19307. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  19308. memset(skill_abra_db,0,sizeof(skill_abra_db));
  19309. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  19310. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  19311. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  19312. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  19313. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  19314. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  19315. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  19316. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  19317. char* dbsubpath1 = (char*)aMalloc(n1+1);
  19318. char* dbsubpath2 = (char*)aMalloc(n2+1);
  19319. if (i == 0) {
  19320. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19321. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  19322. } else {
  19323. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19324. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  19325. }
  19326. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i);
  19327. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i);
  19328. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i);
  19329. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i);
  19330. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i);
  19331. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i);
  19332. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  19333. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  19334. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  19335. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  19336. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  19337. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i);
  19338. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  19339. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  19340. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i);
  19341. #ifdef ADJUST_SKILL_DAMAGE
  19342. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i);
  19343. #endif
  19344. aFree(dbsubpath1);
  19345. aFree(dbsubpath2);
  19346. }
  19347. skill_init_unit_layout();
  19348. skill_init_nounit_layout();
  19349. }
  19350. void skill_reload (void) {
  19351. struct s_mapiterator *iter;
  19352. struct map_session_data *sd;
  19353. skill_readdb();
  19354. initChangeTables(); // Re-init Status Change tables
  19355. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  19356. iter = mapit_getallusers();
  19357. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  19358. pc_validate_skill(sd);
  19359. clif_skillinfoblock(sd);
  19360. }
  19361. mapit_free(iter);
  19362. }
  19363. /*==========================================
  19364. *
  19365. *------------------------------------------*/
  19366. void do_init_skill(void)
  19367. {
  19368. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  19369. skill_readdb();
  19370. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  19371. skillunit_db = idb_alloc(DB_OPT_BASE);
  19372. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  19373. bowling_db = idb_alloc(DB_OPT_BASE);
  19374. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_CACHE_OPTIONS);
  19375. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_CACHE_OPTIONS);
  19376. ers_chunk_size(skill_unit_ers, 150);
  19377. ers_chunk_size(skill_timer_ers, 150);
  19378. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  19379. add_timer_func_list(skill_castend_id,"skill_castend_id");
  19380. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  19381. add_timer_func_list(skill_timerskill,"skill_timerskill");
  19382. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  19383. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  19384. }
  19385. void do_final_skill(void)
  19386. {
  19387. db_destroy(skilldb_name2id);
  19388. db_destroy(skillunit_group_db);
  19389. db_destroy(skillunit_db);
  19390. db_destroy(skillusave_db);
  19391. db_destroy(bowling_db);
  19392. skill_db_destroy();
  19393. ers_destroy(skill_unit_ers);
  19394. ers_destroy(skill_timer_ers);
  19395. }