skill.c 341 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN+MAX_MERCSKILL
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. struct s_skill_db skill_db[MAX_SKILL_DB];
  50. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  51. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  52. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  53. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  54. int firewall_unit_pos;
  55. int icewall_unit_pos;
  56. //Since only mob-casted splash skills can hit ice-walls
  57. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  58. /// Returns the id of the skill, or 0 if not found.
  59. int skill_name2id(const char* name)
  60. {
  61. if( name == NULL )
  62. return 0;
  63. return (int)strdb_get(skilldb_name2id, name);
  64. }
  65. /// Maps skill ids to skill db offsets.
  66. /// Returns the skill's array index, or 0 (Unknown Skill).
  67. int skill_get_index( int id )
  68. {
  69. // avoid ranges reserved for mapping guild/homun/mercenary skills
  70. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  71. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  72. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  73. return 0;
  74. // map skill id to skill db index
  75. if( id >= GD_SKILLBASE )
  76. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  77. else
  78. if( id >= MC_SKILLBASE )
  79. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  80. else
  81. if( id >= HM_SKILLBASE )
  82. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  83. else
  84. ; // identity
  85. // validate result
  86. if( id <= 0 || id >= MAX_SKILL_DB )
  87. return 0;
  88. return id;
  89. }
  90. const char* skill_get_name( int id )
  91. {
  92. return skill_db[skill_get_index(id)].name;
  93. }
  94. const char* skill_get_desc( int id )
  95. {
  96. return skill_db[skill_get_index(id)].desc;
  97. }
  98. // out of bounds error checking [celest]
  99. static void skill_chk(int* id, int lv)
  100. {
  101. *id = skill_get_index(*id); // checks/adjusts id
  102. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  103. }
  104. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  105. // Skill DB
  106. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  107. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  108. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  109. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  110. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  111. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  112. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  113. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  114. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  115. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  116. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  117. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  118. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  119. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  120. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  121. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  122. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  123. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  124. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  125. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  126. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  127. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  128. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  129. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  130. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  131. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  132. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  133. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  134. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  135. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  136. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  137. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  138. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  139. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  140. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  141. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  142. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  143. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  144. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  145. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  146. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  147. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  148. int skill_tree_get_max(int id, int b_class)
  149. {
  150. int i;
  151. b_class = pc_class2idx(b_class);
  152. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  153. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  154. return skill_tree[b_class][i].max;
  155. else
  156. return skill_get_max(id);
  157. }
  158. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  159. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  160. int status_change_timer_sub(struct block_list *bl, va_list ap);
  161. int skill_attack_area(struct block_list *bl,va_list ap);
  162. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  163. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  164. int skill_greed(struct block_list *bl, va_list ap);
  165. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  166. static int skill_trap_splash(struct block_list *bl, va_list ap);
  167. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  168. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  169. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  170. static int skill_unit_effect(struct block_list *bl,va_list ap);
  171. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  172. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  173. int skill_get_casttype (int id)
  174. {
  175. int inf = skill_get_inf(id);
  176. if (inf&(INF_GROUND_SKILL))
  177. return CAST_GROUND;
  178. if (inf&INF_SUPPORT_SKILL)
  179. return CAST_NODAMAGE;
  180. if (inf&INF_SELF_SKILL) {
  181. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  182. return CAST_DAMAGE; //Combo skill.
  183. return CAST_NODAMAGE;
  184. }
  185. if (skill_get_nk(id)&NK_NO_DAMAGE)
  186. return CAST_NODAMAGE;
  187. return CAST_DAMAGE;
  188. };
  189. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  190. int skill_get_range2 (struct block_list *bl, int id, int lv)
  191. {
  192. int range;
  193. if( bl->type == BL_MOB && !(battle_config.mob_ai&0x400) )
  194. return 9; //Mobs have a range of 9 regardless of skill used.
  195. range = skill_get_range(id, lv);
  196. if( range < 0 )
  197. {
  198. if( battle_config.use_weapon_skill_range&bl->type )
  199. return status_get_range(bl);
  200. range *=-1;
  201. }
  202. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  203. switch( id )
  204. {
  205. case AC_SHOWER: case MA_SHOWER:
  206. case AC_DOUBLE: case MA_DOUBLE:
  207. case HT_BLITZBEAT:
  208. case AC_CHARGEARROW:
  209. case MA_CHARGEARROW:
  210. case SN_FALCONASSAULT:
  211. case SN_SHARPSHOOTING:
  212. case MA_SHARPSHOOTING:
  213. case HT_POWER:
  214. if( bl->type == BL_PC )
  215. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  216. else
  217. range += 10; //Assume level 10?
  218. break;
  219. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  220. case GS_RAPIDSHOWER:
  221. case GS_PIERCINGSHOT:
  222. case GS_FULLBUSTER:
  223. case GS_SPREADATTACK:
  224. case GS_GROUNDDRIFT:
  225. if (bl->type == BL_PC)
  226. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  227. else
  228. range += 10; //Assume level 10?
  229. break;
  230. case NJ_KIRIKAGE:
  231. if (bl->type == BL_PC)
  232. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  233. break;
  234. }
  235. if( !range && bl->type != BL_PC )
  236. return 9; // Enable non players to use self skills on others. [Skotlex]
  237. return range;
  238. }
  239. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  240. {
  241. int skill, heal;
  242. struct status_change* sc;
  243. if (skill_lv >= battle_config.max_heal_lv)
  244. return battle_config.max_heal;
  245. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  246. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  247. heal += heal * skill * 2 / 100;
  248. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  249. heal += heal * skill * 2 / 100;
  250. if(target && target->type == BL_MER)
  251. heal >>= 1;
  252. sc = status_get_sc(target);
  253. if( sc && sc->count )
  254. {
  255. if( sc->data[SC_CRITICALWOUND] )
  256. heal -= heal * sc->data[SC_CRITICALWOUND]->val2/100;
  257. if( sc->data[SC_INCHEALRATE] )
  258. heal += heal * sc->data[SC_INCHEALRATE]->val1/100;
  259. }
  260. return heal;
  261. }
  262. // Making plagiarize check its own function [Aru]
  263. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  264. {
  265. struct status_change* sc;
  266. sc = status_get_sc(bl);
  267. // Never copy NPC/Wedding Skills
  268. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  269. return 0;
  270. // High-class skills
  271. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  272. {
  273. if(battle_config.copyskill_restrict == 2)
  274. return 0;
  275. else if(battle_config.copyskill_restrict)
  276. return (sd->status.class_ == JOB_STALKER);
  277. }
  278. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  279. if ((skillid == AL_INCAGI || skillid == AL_BLESSING))
  280. return 0;
  281. return 1;
  282. }
  283. // [MouseJstr] - skill ok to cast? and when?
  284. int skillnotok (int skillid, struct map_session_data *sd)
  285. {
  286. int i,m;
  287. nullpo_retr (1, sd);
  288. m = sd->bl.m;
  289. i = skill_get_index(skillid);
  290. if (i == 0)
  291. return 1; // invalid skill id
  292. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  293. return 0; // GMs can do any damn thing they want
  294. if (sd->blockskill[i] > 0)
  295. return 1;
  296. // Check skill restrictions [Celest]
  297. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  298. return 1;
  299. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  300. return 1;
  301. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  302. return 1;
  303. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  304. return 1;
  305. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  306. return 1;
  307. switch (skillid) {
  308. case AL_WARP:
  309. if(map[m].flag.nowarp) {
  310. clif_skill_teleportmessage(sd,0);
  311. return 1;
  312. }
  313. return 0;
  314. break;
  315. case AL_TELEPORT:
  316. if(map[m].flag.noteleport) {
  317. clif_skill_teleportmessage(sd,0);
  318. return 1;
  319. }
  320. return 0;
  321. case WE_CALLPARTNER:
  322. case WE_CALLPARENT:
  323. case WE_CALLBABY:
  324. if (map[m].flag.nomemo) {
  325. clif_skill_teleportmessage(sd,1);
  326. return 1;
  327. }
  328. break;
  329. case MC_VENDING:
  330. case MC_IDENTIFY:
  331. return 0; // always allowed
  332. case WZ_ICEWALL:
  333. // noicewall flag [Valaris]
  334. if (map[m].flag.noicewall) {
  335. clif_skill_fail(sd,skillid,0,0);
  336. return 1;
  337. }
  338. break;
  339. case GD_EMERGENCYCALL:
  340. if (
  341. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  342. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  343. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  344. ) {
  345. clif_skill_fail(sd,skillid,0,0);
  346. return 1;
  347. }
  348. break;
  349. }
  350. return (map[m].flag.noskill);
  351. }
  352. int skillnotok_hom(int skillid, struct homun_data *hd)
  353. {
  354. int i = skill_get_index(skillid);
  355. nullpo_retr(1,hd);
  356. if (i == 0)
  357. return 1; // invalid skill id
  358. if (hd->blockskill[i] > 0)
  359. return 1;
  360. //Use master's criteria.
  361. return skillnotok(skillid, hd->master);
  362. }
  363. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  364. {
  365. int i = skill_get_index(skillid);
  366. nullpo_retr(1,md);
  367. if( i == 0 )
  368. return 1; // Invalid Skill ID
  369. if( md->blockskill[i] > 0 )
  370. return 1;
  371. return skillnotok(skillid, md->master);
  372. }
  373. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  374. {
  375. int pos = skill_get_unit_layout_type(skillid,skilllv);
  376. int dir;
  377. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  378. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  379. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  380. }
  381. if (pos != -1) // simple single-definition layout
  382. return &skill_unit_layout[pos];
  383. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  384. if (skillid == MG_FIREWALL)
  385. return &skill_unit_layout [firewall_unit_pos + dir];
  386. else if (skillid == WZ_ICEWALL)
  387. return &skill_unit_layout [icewall_unit_pos + dir];
  388. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  389. return &skill_unit_layout[0]; // default 1x1 layout
  390. }
  391. /*==========================================
  392. *
  393. *------------------------------------------*/
  394. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  395. {
  396. struct map_session_data *sd, *dstsd;
  397. struct mob_data *md, *dstmd;
  398. struct status_data *sstatus, *tstatus;
  399. struct status_change *sc, *tsc;
  400. enum sc_type status;
  401. int skill;
  402. int rate;
  403. nullpo_retr(0, src);
  404. nullpo_retr(0, bl);
  405. if(skillid < 0) return 0;
  406. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  407. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  408. return 0;
  409. sd = BL_CAST(BL_PC, src);
  410. md = BL_CAST(BL_MOB, src);
  411. dstsd = BL_CAST(BL_PC, bl);
  412. dstmd = BL_CAST(BL_MOB, bl);
  413. sc = status_get_sc(src);
  414. tsc = status_get_sc(bl);
  415. sstatus = status_get_status_data(src);
  416. tstatus = status_get_status_data(bl);
  417. if (!tsc) //skill additional effect is about adding effects to the target...
  418. //So if the target can't be inflicted with statuses, this is pointless.
  419. return 0;
  420. if( sd )
  421. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  422. if( sd->special_state.bonus_coma && !skillid)
  423. {
  424. rate = sd->weapon_coma_ele[tstatus->def_ele];
  425. rate += sd->weapon_coma_race[tstatus->race];
  426. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  427. if (rate)
  428. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  429. }
  430. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  431. { // Trigger status effects
  432. enum sc_type type;
  433. int i;
  434. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  435. {
  436. rate = sd->addeff[i].rate;
  437. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  438. rate += sd->addeff[i].arrow_rate;
  439. if( !rate ) continue;
  440. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
  441. { // Trigger has attack type consideration.
  442. if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
  443. continue;
  444. }
  445. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  446. { // Trigger has range consideration.
  447. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  448. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  449. continue; //Range Failed.
  450. }
  451. type = sd->addeff[i].id;
  452. skill = skill_get_time2(status_sc2skill(type),7);
  453. if (sd->addeff[i].flag&ATF_TARGET)
  454. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  455. if (sd->addeff[i].flag&ATF_SELF)
  456. status_change_start(src,type,rate,7,0,0,0,skill,0);
  457. }
  458. }
  459. if( skillid )
  460. { // Trigger status effects on skills
  461. enum sc_type type;
  462. int i;
  463. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  464. {
  465. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  466. continue;
  467. type = sd->addeff3[i].id;
  468. skill = skill_get_time2(status_sc2skill(type),7);
  469. if( sd->addeff3[i].target&ATF_TARGET )
  470. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  471. if( sd->addeff3[i].target&ATF_SELF )
  472. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  473. }
  474. }
  475. }
  476. if( dmg_lv < ATK_DEF ) // no damage, return;
  477. return 0;
  478. switch(skillid)
  479. {
  480. case 0: // Normal attacks (no skill used)
  481. {
  482. if(sd) {
  483. // Automatic trigger of Blitz Beat
  484. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  485. rand()%1000 <= sstatus->luk*10/3+1 ) {
  486. rate=(sd->status.job_level+9)/10;
  487. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  488. }
  489. // Gank
  490. if(dstmd && sd->status.weapon != W_BOW &&
  491. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  492. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  493. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  494. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  495. else
  496. clif_skill_fail(sd,RG_SNATCHER,0,0);
  497. }
  498. // Chance to trigger Taekwon kicks [Dralnu]
  499. if(sc && !sc->data[SC_COMBO]) {
  500. if(sc->data[SC_READYSTORM] &&
  501. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  502. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  503. ; //Stance triggered
  504. else if(sc->data[SC_READYDOWN] &&
  505. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  506. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  507. ; //Stance triggered
  508. else if(sc->data[SC_READYTURN] &&
  509. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  510. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  511. ; //Stance triggered
  512. else if(sc->data[SC_READYCOUNTER])
  513. { //additional chance from SG_FRIEND [Komurka]
  514. rate = 20;
  515. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  516. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  517. status_change_end(src,SC_SKILLRATE_UP,-1);
  518. }
  519. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  520. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  521. }
  522. }
  523. }
  524. if (sc) {
  525. struct status_change_entry *sce;
  526. // Enchant Poison gives a chance to poison attacked enemies
  527. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  528. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  529. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  530. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  531. if((sce=sc->data[SC_EDP]))
  532. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  533. skill_get_time2(ASC_EDP,sce->val1));
  534. }
  535. }
  536. break;
  537. case SM_BASH:
  538. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  539. //TODO: How much % per base level it actually is?
  540. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  541. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  542. }
  543. break;
  544. case MER_CRASH:
  545. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  546. break;
  547. case AS_VENOMKNIFE:
  548. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  549. skilllv = pc_checkskill(sd, TF_POISON);
  550. case TF_POISON:
  551. case AS_SPLASHER:
  552. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  553. && sd && skillid==TF_POISON
  554. )
  555. clif_skill_fail(sd,skillid,0,0);
  556. break;
  557. case AS_SONICBLOW:
  558. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  559. break;
  560. case WZ_FIREPILLAR:
  561. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  562. break;
  563. case MG_FROSTDIVER:
  564. case WZ_FROSTNOVA:
  565. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  566. break;
  567. case WZ_STORMGUST:
  568. //Tharis pointed out that this is normal freeze chance with a base of 300%
  569. if(tsc->sg_counter >= 3 &&
  570. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  571. tsc->sg_counter = 0;
  572. break;
  573. case WZ_METEOR:
  574. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  575. break;
  576. case WZ_VERMILION:
  577. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  578. break;
  579. case HT_FREEZINGTRAP:
  580. case MA_FREEZINGTRAP:
  581. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  582. break;
  583. case HT_FLASHER:
  584. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  585. break;
  586. case HT_LANDMINE:
  587. case MA_LANDMINE:
  588. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  589. break;
  590. case HT_SHOCKWAVE:
  591. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  592. break;
  593. case HT_SANDMAN:
  594. case MA_SANDMAN:
  595. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  596. break;
  597. case TF_SPRINKLESAND:
  598. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  599. break;
  600. case TF_THROWSTONE:
  601. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  602. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  603. break;
  604. case NPC_DARKCROSS:
  605. case CR_HOLYCROSS:
  606. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  607. break;
  608. case CR_GRANDCROSS:
  609. case NPC_GRANDDARKNESS:
  610. //Chance to cause blind status vs demon and undead element, but not against players
  611. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  612. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  613. break;
  614. case AM_ACIDTERROR:
  615. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  616. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  617. clif_emotion(bl,23);
  618. break;
  619. case AM_DEMONSTRATION:
  620. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  621. break;
  622. case CR_SHIELDCHARGE:
  623. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  624. break;
  625. case PA_PRESSURE:
  626. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  627. break;
  628. case RG_RAID:
  629. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  630. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  631. break;
  632. case BA_FROSTJOKER:
  633. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  634. break;
  635. case DC_SCREAM:
  636. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  637. break;
  638. case BD_LULLABY:
  639. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  640. break;
  641. case DC_UGLYDANCE:
  642. rate = 5+5*skilllv;
  643. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  644. rate += 5+skill;
  645. status_zap(bl, 0, rate);
  646. break;
  647. case SL_STUN:
  648. if (tstatus->size==1) //Only stuns mid-sized mobs.
  649. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  650. break;
  651. case NPC_PETRIFYATTACK:
  652. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  653. skilllv,0,0,skill_get_time(skillid,skilllv),
  654. skill_get_time2(skillid,skilllv));
  655. break;
  656. case NPC_CURSEATTACK:
  657. case NPC_SLEEPATTACK:
  658. case NPC_BLINDATTACK:
  659. case NPC_POISON:
  660. case NPC_SILENCEATTACK:
  661. case NPC_STUNATTACK:
  662. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  663. break;
  664. case NPC_ACIDBREATH:
  665. case NPC_ICEBREATH:
  666. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  667. break;
  668. case NPC_BLEEDING:
  669. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  670. break;
  671. case NPC_MENTALBREAKER:
  672. { //Based on observations by Tharis, Mental Breaker should do SP damage
  673. //equal to Matk*skLevel.
  674. rate = sstatus->matk_min;
  675. if (rate < sstatus->matk_max)
  676. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  677. rate*=skilllv;
  678. status_zap(bl, 0, rate);
  679. break;
  680. }
  681. // Equipment breaking monster skills [Celest]
  682. case NPC_WEAPONBRAKER:
  683. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  684. break;
  685. case NPC_ARMORBRAKE:
  686. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  687. break;
  688. case NPC_HELMBRAKE:
  689. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  690. break;
  691. case NPC_SHIELDBRAKE:
  692. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  693. break;
  694. case CH_TIGERFIST:
  695. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  696. break;
  697. case LK_SPIRALPIERCE:
  698. case ML_SPIRALPIERCE:
  699. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  700. break;
  701. case ST_REJECTSWORD:
  702. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  703. break;
  704. case PF_FOGWALL:
  705. if (src != bl && !tsc->data[SC_DELUGE])
  706. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  707. break;
  708. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  709. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  710. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  711. break;
  712. case LK_JOINTBEAT:
  713. status = status_skill2sc(skillid);
  714. if (tsc->jb_flag) {
  715. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  716. tsc->jb_flag = 0;
  717. }
  718. break;
  719. case ASC_METEORASSAULT:
  720. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  721. switch(rand()%3) {
  722. case 0:
  723. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  724. break;
  725. case 1:
  726. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  727. break;
  728. default:
  729. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  730. }
  731. break;
  732. case HW_NAPALMVULCAN:
  733. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  734. break;
  735. case WS_CARTTERMINATION: // Cart termination
  736. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  737. break;
  738. case CR_ACIDDEMONSTRATION:
  739. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  740. break;
  741. case TK_DOWNKICK:
  742. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  743. break;
  744. case TK_JUMPKICK:
  745. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  746. {// debuff the following statuses
  747. status_change_end(bl, SC_SPIRIT, -1);
  748. status_change_end(bl, SC_ADRENALINE2, -1);
  749. status_change_end(bl, SC_KAITE, -1);
  750. status_change_end(bl, SC_KAAHI, -1);
  751. status_change_end(bl, SC_ONEHAND, -1);
  752. status_change_end(bl, SC_ASPDPOTION2, -1);
  753. }
  754. break;
  755. case TK_TURNKICK:
  756. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  757. if(attack_type&BF_MISC) //70% base stun chance...
  758. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  759. break;
  760. case GS_BULLSEYE: //0.1% coma rate.
  761. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  762. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  763. break;
  764. case GS_PIERCINGSHOT:
  765. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  766. break;
  767. case NJ_HYOUSYOURAKU:
  768. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  769. break;
  770. case GS_FLING:
  771. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  772. break;
  773. case GS_DISARM:
  774. rate = 3*skilllv;
  775. if (sstatus->dex > tstatus->dex)
  776. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  777. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  778. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  779. break;
  780. case NPC_EVILLAND:
  781. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  782. break;
  783. case NPC_HELLJUDGEMENT:
  784. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  785. break;
  786. case NPC_CRITICALWOUND:
  787. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  788. break;
  789. }
  790. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  791. { //Pass heritage to Master for status causing effects. [Skotlex]
  792. sd = map_id2sd(md->master_id);
  793. src = sd?&sd->bl:src;
  794. }
  795. // Autospell when attacking
  796. if( sd && !status_isdead(bl) && src != bl && sd->autospell[0].id )
  797. {
  798. struct block_list *tbl;
  799. struct unit_data *ud;
  800. int i, skilllv;
  801. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  802. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  803. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  804. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  805. continue; // one or more trigger conditions were not fulfilled
  806. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  807. if (skillnotok(skill, sd))
  808. continue;
  809. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  810. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  811. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  812. if (rand()%1000 > rate)
  813. continue;
  814. if (sd->autospell[i].id < 0)
  815. tbl = src;
  816. else
  817. tbl = bl;
  818. switch (skill_get_casttype(skill)) {
  819. case CAST_GROUND:
  820. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  821. break;
  822. case CAST_NODAMAGE:
  823. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  824. break;
  825. case CAST_DAMAGE:
  826. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  827. break;
  828. }
  829. //Set canact delay. [Skotlex]
  830. ud = unit_bl2ud(src);
  831. if (ud) {
  832. rate = skill_delayfix(src, skill, skilllv);
  833. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  834. ud->canact_tick = tick+rate;
  835. if ( battle_config.display_status_timers && sd )
  836. clif_status_change(src, SI_ACTIONDELAY, 1, rate);
  837. }
  838. }
  839. break; //Only one auto skill comes off at a time.
  840. }
  841. }
  842. //Auto-script when attacking
  843. if( sd && src != bl && sd->autoscript[0].script )
  844. {
  845. int i;
  846. for( i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++ )
  847. {
  848. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  849. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  850. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  851. continue; // one or more trigger conditions were not fulfilled
  852. if( rand()%1000 > sd->autoscript[i].rate )
  853. continue;
  854. run_script(sd->autoscript[i].script,0,sd->autoscript[i].target?bl->id:src->id,0);
  855. break; //Have only one script execute at a time.
  856. }
  857. }
  858. //Polymorph
  859. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  860. dstmd && !(tstatus->mode&MD_BOSS) &&
  861. (rand()%10000 < sd->classchange))
  862. {
  863. struct mob_db *mob;
  864. int class_;
  865. skill = 0;
  866. do {
  867. do {
  868. class_ = rand() % MAX_MOB_DB;
  869. } while (!mobdb_checkid(class_));
  870. rate = rand() % 1000000;
  871. mob = mob_db(class_);
  872. } while (
  873. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  874. (skill++) < 2000);
  875. if (skill < 2000)
  876. mob_class_change(dstmd,class_);
  877. }
  878. return 0;
  879. }
  880. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  881. {
  882. int skill, skilllv, i;
  883. struct block_list *tbl;
  884. if( sd == NULL || skillid <= 0 )
  885. return 0;
  886. sd->state.skillonskill = 1;
  887. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  888. {
  889. if( sd->autospell3[i].flag != skillid )
  890. continue;
  891. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  892. if( skillnotok(skill, sd) )
  893. continue;
  894. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  895. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  896. if( sd->autospell3[i].id >= 0 && bl == NULL )
  897. continue; // No target
  898. if( rand()%1000 > sd->autospell3[i].rate )
  899. continue;
  900. if( sd->autospell3[i].id < 0 )
  901. tbl = &sd->bl;
  902. else
  903. tbl = bl;
  904. switch( skill_get_casttype(skill) )
  905. {
  906. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  907. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  908. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  909. }
  910. break;
  911. }
  912. if( sd->autoscript3[0].script )
  913. {
  914. for( i = 0; i < ARRAYLENGTH(sd->autoscript3) && sd->autoscript3[i].script; i++ )
  915. {
  916. if( sd->autoscript3[i].flag != skillid )
  917. continue;
  918. if( sd->autoscript3[i].target && bl == NULL )
  919. continue;
  920. if( rand()%1000 > sd->autoscript3[i].rate )
  921. continue;
  922. run_script(sd->autoscript3[i].script,0,sd->bl.id,0);
  923. break;
  924. }
  925. }
  926. sd->state.skillonskill = 0;
  927. return 1;
  928. }
  929. /* Splitted off from skill_additional_effect, which is never called when the
  930. * attack skill kills the enemy. Place in this function counter status effects
  931. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  932. * from cards) that will take effect on the source, not the target. [Skotlex]
  933. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  934. * type of skills, so not every instance of skill_additional_effect needs a call
  935. * to this one.
  936. */
  937. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  938. {
  939. int rate;
  940. struct map_session_data *sd=NULL;
  941. struct map_session_data *dstsd=NULL;
  942. struct status_change *tsc;
  943. nullpo_retr(0, src);
  944. nullpo_retr(0, bl);
  945. if(skillid < 0) return 0;
  946. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  947. tsc = status_get_sc(bl);
  948. if (tsc && !tsc->count)
  949. tsc = NULL;
  950. sd = BL_CAST(BL_PC, src);
  951. dstsd = BL_CAST(BL_PC, bl);
  952. switch(skillid){
  953. case 0: //Normal Attack
  954. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  955. tsc->data[SC_KAAHI]->val4 = add_timer(
  956. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  957. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  958. break;
  959. case MO_EXTREMITYFIST:
  960. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  961. break;
  962. case GS_FULLBUSTER:
  963. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  964. break;
  965. case HFLI_SBR44: //[orn]
  966. case HVAN_EXPLOSION:
  967. if(src->type == BL_HOM){
  968. TBL_HOM *hd = (TBL_HOM*)src;
  969. hd->homunculus.intimacy = 200;
  970. if (hd->master)
  971. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  972. }
  973. break;
  974. }
  975. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  976. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  977. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  978. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  979. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  980. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  981. ){ //Soul Drain should only work on targetted spells [Skotlex]
  982. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  983. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  984. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  985. }
  986. if(dstsd && attack_type&BF_WEAPON)
  987. { //Counter effects.
  988. enum sc_type type;
  989. int i, time;
  990. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  991. {
  992. rate = dstsd->addeff2[i].rate;
  993. if (attack_type&BF_LONG)
  994. rate+=dstsd->addeff2[i].arrow_rate;
  995. if (!rate) continue;
  996. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  997. { //Trigger has range consideration.
  998. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  999. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1000. continue; //Range Failed.
  1001. }
  1002. type = dstsd->addeff2[i].id;
  1003. time = skill_get_time2(status_sc2skill(type),7);
  1004. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1005. status_change_start(src,type,rate,7,0,0,0,time,0);
  1006. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1007. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1008. }
  1009. }
  1010. // Trigger counter-spells to retaliate against damage causing skills.
  1011. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  1012. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1013. {
  1014. struct block_list *tbl;
  1015. struct unit_data *ud;
  1016. int i, skillid, skilllv, rate;
  1017. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1018. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1019. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1020. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1021. continue; // one or more trigger conditions were not fulfilled
  1022. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1023. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1024. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1025. rate = dstsd->autospell2[i].rate;
  1026. if (attack_type&BF_LONG)
  1027. rate>>=1;
  1028. if (skillnotok(skillid, dstsd))
  1029. continue;
  1030. if (rand()%1000 > rate)
  1031. continue;
  1032. if (dstsd->autospell2[i].id < 0)
  1033. tbl = bl;
  1034. else
  1035. tbl = src;
  1036. switch (skill_get_casttype(skillid)) {
  1037. case CAST_GROUND:
  1038. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1039. break;
  1040. case CAST_NODAMAGE:
  1041. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1042. break;
  1043. case CAST_DAMAGE:
  1044. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1045. break;
  1046. }
  1047. //Set canact delay. [Skotlex]
  1048. ud = unit_bl2ud(bl);
  1049. if (ud) {
  1050. rate = skill_delayfix(bl, skillid, skilllv);
  1051. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1052. ud->canact_tick = tick+rate;
  1053. if ( battle_config.display_status_timers && dstsd )
  1054. clif_status_change(bl, SI_ACTIONDELAY, 1, rate);
  1055. }
  1056. }
  1057. break; //trigger only one auto-spell per hit.
  1058. }
  1059. }
  1060. //Auto-script when attacked
  1061. if( dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1062. {
  1063. int i;
  1064. for( i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++ )
  1065. {
  1066. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  1067. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  1068. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  1069. continue; // one or more trigger conditions were not fulfilled
  1070. if( rand()%1000 > dstsd->autoscript2[i].rate )
  1071. continue;
  1072. run_script(dstsd->autoscript2[i].script,0,dstsd->autoscript2[i].target?src->id:bl->id,0);
  1073. break; //Have only one script execute at a time.
  1074. }
  1075. }
  1076. return 0;
  1077. }
  1078. /*=========================================================================
  1079. Breaks equipment. On-non players causes the corresponding strip effect.
  1080. - rate goes from 0 to 10000 (100.00%)
  1081. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1082. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1083. --------------------------------------------------------------------------*/
  1084. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1085. {
  1086. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1087. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1088. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1089. struct status_change *sc = status_get_sc(bl);
  1090. int i,j;
  1091. TBL_PC *sd;
  1092. sd = BL_CAST(BL_PC, bl);
  1093. if (sc && !sc->count)
  1094. sc = NULL;
  1095. if (sd) {
  1096. if (sd->unbreakable_equip)
  1097. where &= ~sd->unbreakable_equip;
  1098. if (sd->unbreakable)
  1099. rate -= rate*sd->unbreakable/100;
  1100. if (where&EQP_WEAPON) {
  1101. switch (sd->status.weapon) {
  1102. case W_FIST: //Bare fists should not break :P
  1103. case W_1HAXE:
  1104. case W_2HAXE:
  1105. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1106. case W_2HMACE:
  1107. case W_STAFF:
  1108. case W_2HSTAFF:
  1109. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1110. case W_HUUMA:
  1111. where &= ~EQP_WEAPON;
  1112. }
  1113. }
  1114. }
  1115. if (flag&BCT_ENEMY) {
  1116. if (battle_config.equip_skill_break_rate != 100)
  1117. rate = rate*battle_config.equip_skill_break_rate/100;
  1118. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1119. if (battle_config.equip_self_break_rate != 100)
  1120. rate = rate*battle_config.equip_self_break_rate/100;
  1121. }
  1122. for (i = 0; i < 4; i++) {
  1123. if (where&where_list[i]) {
  1124. if (sc && sc->count && sc->data[scdef[i]])
  1125. where&=~where_list[i];
  1126. else if (rand()%10000 >= rate)
  1127. where&=~where_list[i];
  1128. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1129. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1130. }
  1131. }
  1132. if (!where) //Nothing to break.
  1133. return 0;
  1134. if (sd) {
  1135. for (i = 0; i < EQI_MAX; i++) {
  1136. j = sd->equip_index[i];
  1137. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1138. continue;
  1139. flag = 0;
  1140. switch(i) {
  1141. case EQI_HEAD_TOP: //Upper Head
  1142. flag = (where&EQP_HELM);
  1143. break;
  1144. case EQI_ARMOR: //Body
  1145. flag = (where&EQP_ARMOR);
  1146. break;
  1147. case EQI_HAND_R: //Left/Right hands
  1148. case EQI_HAND_L:
  1149. flag = (
  1150. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1151. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1152. break;
  1153. default:
  1154. continue;
  1155. }
  1156. if (flag) {
  1157. sd->status.inventory[j].attribute = 1;
  1158. pc_unequipitem(sd, j, 3);
  1159. }
  1160. }
  1161. clif_equiplist(sd);
  1162. }
  1163. return where; //Return list of pieces broken.
  1164. }
  1165. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1166. {
  1167. struct status_change *sc;
  1168. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1169. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1170. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1171. int i;
  1172. if (rand()%100 >= rate)
  1173. return 0;
  1174. sc = status_get_sc(bl);
  1175. if (!sc)
  1176. return 0;
  1177. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1178. if (where&pos[i] && sc->data[sc_def[i]])
  1179. where&=~pos[i];
  1180. }
  1181. if (!where) return 0;
  1182. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1183. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1184. where&=~pos[i];
  1185. }
  1186. return where?1:0;
  1187. }
  1188. /*=========================================================================
  1189. Used to knock back players, monsters, traps, etc
  1190. - 'count' is the number of squares to knock back
  1191. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1192. - if 'flag&0x1', position update packets must not be sent.
  1193. -------------------------------------------------------------------------*/
  1194. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1195. {
  1196. int dx = 0, dy = 0, nx, ny;
  1197. int ret;
  1198. struct skill_unit* su = NULL;
  1199. nullpo_retr(0, src);
  1200. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1201. return 0; //No knocking back in WoE
  1202. if (count == 0)
  1203. return 0; //Actual knockback distance is 0.
  1204. switch (target->type)
  1205. {
  1206. case BL_MOB:
  1207. {
  1208. struct mob_data* md = BL_CAST(BL_MOB, target);
  1209. if( md->class_ == MOBID_EMPERIUM )
  1210. return 0;
  1211. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1212. return 0;
  1213. }
  1214. break;
  1215. case BL_PC:
  1216. {
  1217. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1218. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id )
  1219. return 0; // Basilica caster can't be knocked-back
  1220. if( src != target && sd->special_state.no_knockback )
  1221. return 0;
  1222. }
  1223. break;
  1224. case BL_SKILL:
  1225. su = (struct skill_unit *)target;
  1226. if( su->group->unit_id == UNT_ANKLESNARE )
  1227. return 0; // ankle snare cannot be knocked back
  1228. break;
  1229. }
  1230. if (direction == -1) // <optimized>: do the computation here instead of outside
  1231. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1232. if (direction >= 0 && direction < 8)
  1233. { // take the reversed 'direction' and reverse it
  1234. dx = -dirx[direction];
  1235. dy = -diry[direction];
  1236. }
  1237. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1238. nx = ret>>16;
  1239. ny = ret&0xffff;
  1240. if (!su)
  1241. unit_stop_walking(target,0);
  1242. dx = nx - target->x;
  1243. dy = ny - target->y;
  1244. if (!dx && !dy) //Could not knockback.
  1245. return 0;
  1246. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1247. if(su)
  1248. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1249. else
  1250. map_moveblock(target, nx, ny, gettick());
  1251. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1252. if(!(flag&0x1))
  1253. clif_blown(target);
  1254. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1255. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1256. return count; //Return amount of knocked back cells.
  1257. }
  1258. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1259. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1260. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1261. {
  1262. struct status_change *sc = status_get_sc(bl);
  1263. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1264. // item-based reflection
  1265. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1266. return 1;
  1267. // status-based reflection
  1268. if( !sc || sc->count == 0 )
  1269. return 0;
  1270. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1271. return 1;
  1272. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1273. {// Kaite only works against non-players if they are low-level.
  1274. clif_specialeffect(bl, 438, AREA);
  1275. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1276. status_change_end(bl, SC_KAITE, -1);
  1277. return 1;
  1278. }
  1279. return 0;
  1280. }
  1281. /*
  1282. * =========================================================================
  1283. * Does a skill attack with the given properties.
  1284. * src is the master behind the attack (player/mob/pet)
  1285. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1286. * bl is the target to be attacked.
  1287. * flag can hold a bunch of information:
  1288. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1289. * (usually holds number of targets, or just 1 for simple splash attacks)
  1290. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1291. * packet shouldn't display a skill animation)
  1292. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1293. * client (causes player characters to not scream skill name)
  1294. *-------------------------------------------------------------------------*/
  1295. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1296. {
  1297. struct Damage dmg;
  1298. struct status_data *sstatus, *tstatus;
  1299. struct status_change *sc;
  1300. struct map_session_data *sd, *tsd;
  1301. int type,damage,rdamage=0;
  1302. if(skillid > 0 && skilllv <= 0) return 0;
  1303. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1304. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1305. nullpo_retr(0, bl); //Target to be attacked.
  1306. if (src != dsrc) {
  1307. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1308. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1309. return 0;
  1310. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1311. //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]
  1312. if (!status_check_skilluse(src, bl, skillid, 2))
  1313. return 0;
  1314. }
  1315. sd = BL_CAST(BL_PC, src);
  1316. tsd = BL_CAST(BL_PC, bl);
  1317. sstatus = status_get_status_data(src);
  1318. tstatus = status_get_status_data(bl);
  1319. sc= status_get_sc(bl);
  1320. if (sc && !sc->count) sc = NULL; //Don't need it.
  1321. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1322. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1323. return 0;
  1324. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1325. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1326. return 0;
  1327. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1328. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1329. //Skotlex: Adjusted to the new system
  1330. if(src->type==BL_PET)
  1331. { // [Valaris]
  1332. struct pet_data *pd = (TBL_PET*)src;
  1333. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1334. {
  1335. int element = skill_get_ele(skillid, skilllv);
  1336. if (skillid == -1)
  1337. element = sstatus->rhw.ele;
  1338. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1339. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1340. else
  1341. dmg.damage= skilllv;
  1342. dmg.damage2=0;
  1343. dmg.div_= pd->a_skill->div_;
  1344. }
  1345. }
  1346. if (attack_type&BF_MAGIC) {
  1347. if( !(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) && skill_magic_reflect(src, bl, src==dsrc) )
  1348. { //Magic reflection, switch caster/target
  1349. struct block_list *tbl = bl;
  1350. bl = src;
  1351. src = tbl;
  1352. sd = BL_CAST(BL_PC, src);
  1353. tsd = BL_CAST(BL_PC, bl);
  1354. sc = status_get_sc(bl);
  1355. if (sc && !sc->count)
  1356. sc = NULL; //Don't need it.
  1357. //Spirit of Wizard blocks bounced back spells.
  1358. if (sc && sc->data[SC_SPIRIT] &&
  1359. sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  1360. {
  1361. //It should only consume once per skill casted. Val3 is the skill
  1362. //id and val4 is the ID of the damage src, this should account for
  1363. //ground spells (and single target spells will be completed on
  1364. //castend_id) [Skotlex]
  1365. if (tsd && !(
  1366. sc->data[SC_SPIRIT]->val3 == skillid &&
  1367. sc->data[SC_SPIRIT]->val4 == dsrc->id)
  1368. ) { //Check if you have stone to consume.
  1369. type = pc_search_inventory (tsd, 7321);
  1370. if (type >= 0)
  1371. pc_delitem(tsd, type, 1, 0);
  1372. } else
  1373. type = 0;
  1374. if (type >= 0) {
  1375. dmg.damage = dmg.damage2 = 0;
  1376. dmg.dmg_lv = ATK_MISS;
  1377. sc->data[SC_SPIRIT]->val3 = skillid;
  1378. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1379. }
  1380. }
  1381. }
  1382. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1383. int sp = skill_get_sp(skillid,skilllv);
  1384. dmg.damage = dmg.damage2 = 0;
  1385. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1386. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1387. if(skillid == WZ_WATERBALL && skilllv > 1)
  1388. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1389. status_heal(bl, 0, sp, 2);
  1390. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1391. }
  1392. }
  1393. damage = dmg.damage + dmg.damage2;
  1394. if( (skillid == AL_INCAGI || skillid == AL_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1395. damage = 1;
  1396. if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
  1397. && skillid != WS_CARTTERMINATION )
  1398. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1399. //Skill hit type
  1400. type=(skillid==0)?5:skill_get_hit(skillid);
  1401. if(damage < dmg.div_
  1402. //Only skills that knockback even when they miss. [Skotlex]
  1403. && skillid != CH_PALMSTRIKE)
  1404. dmg.blewcount = 0;
  1405. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1406. if(battle_config.gx_disptype) dsrc = src;
  1407. if(src == bl) type = 4;
  1408. else flag|=SD_ANIMATION;
  1409. }
  1410. if(skillid == NJ_TATAMIGAESHI) {
  1411. dsrc = src; //For correct knockback.
  1412. flag|=SD_ANIMATION;
  1413. }
  1414. if(sd) {
  1415. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1416. if (sd->sc.data[SC_COMBO])
  1417. { //End combo state after skill is invoked. [Skotlex]
  1418. switch (skillid) {
  1419. case TK_TURNKICK:
  1420. case TK_STORMKICK:
  1421. case TK_DOWNKICK:
  1422. case TK_COUNTER:
  1423. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1424. { //Extend combo time.
  1425. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1426. sd->skilllv_old = skilllv;
  1427. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1428. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1429. sd->sc.data[SC_COMBO]->timer = add_timer(
  1430. tick+sd->sc.data[SC_COMBO]->val4,
  1431. status_change_timer, src->id, SC_COMBO);
  1432. break;
  1433. }
  1434. unit_cancel_combo(src); // Cancel combo wait
  1435. break;
  1436. default:
  1437. status_change_end(src,SC_COMBO,-1);
  1438. }
  1439. }
  1440. switch(skillid)
  1441. {
  1442. case MO_TRIPLEATTACK:
  1443. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1444. flag=1;
  1445. break;
  1446. case MO_CHAINCOMBO:
  1447. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1448. flag=1;
  1449. break;
  1450. case MO_COMBOFINISH:
  1451. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1452. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1453. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1454. flag=1;
  1455. case CH_TIGERFIST:
  1456. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1457. flag=1;
  1458. case CH_CHAINCRUSH:
  1459. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1460. flag=1;
  1461. break;
  1462. case AC_DOUBLE:
  1463. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1464. {
  1465. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1466. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1467. clif_combo_delay(src,2000);
  1468. }
  1469. break;
  1470. case TK_COUNTER:
  1471. { //bonus from SG_FRIEND [Komurka]
  1472. int level;
  1473. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1474. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1475. }
  1476. break;
  1477. case SL_STIN:
  1478. case SL_STUN:
  1479. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1480. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1481. break;
  1482. case GS_FULLBUSTER:
  1483. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1484. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1485. break;
  1486. } //Switch End
  1487. if (flag) { //Possible to chain
  1488. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1489. if (flag < 0) flag = 0;
  1490. flag += 300 * battle_config.combo_delay_rate/100;
  1491. sc_start(src,SC_COMBO,100,skillid,flag);
  1492. clif_combo_delay(src, flag);
  1493. }
  1494. }
  1495. //Display damage.
  1496. switch( skillid )
  1497. {
  1498. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1499. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1500. break;
  1501. //Skills that need be passed as a normal attack for the client to display correctly.
  1502. case HVAN_EXPLOSION:
  1503. case NPC_SELFDESTRUCTION:
  1504. if(src->type==BL_PC)
  1505. dmg.blewcount = 10;
  1506. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1507. // fall through
  1508. case KN_AUTOCOUNTER:
  1509. case NPC_CRITICALSLASH:
  1510. case TF_DOUBLE:
  1511. case GS_CHAINACTION:
  1512. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1513. break;
  1514. case AS_SPLASHER:
  1515. if( flag&SD_ANIMATION ) // the surrounding targets
  1516. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1517. else // the central target doesn't display an animation
  1518. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1519. break;
  1520. default:
  1521. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1522. type = 5;
  1523. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1524. break;
  1525. }
  1526. map_freeblock_lock();
  1527. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1528. && pc_checkskill(tsd,RG_PLAGIARISM)
  1529. && (!sc || !sc->data[SC_PRESERVE])
  1530. && damage < tsd->status.hp)
  1531. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1532. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1533. can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
  1534. {
  1535. int lv = skilllv;
  1536. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1537. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1538. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1539. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1540. }
  1541. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1542. lv = type;
  1543. tsd->cloneskill_id = skillid;
  1544. tsd->status.skill[skillid].id = skillid;
  1545. tsd->status.skill[skillid].lv = lv;
  1546. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1547. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1548. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1549. clif_skillinfoblock(tsd);
  1550. }
  1551. }
  1552. if( skillid != WZ_SIGHTRASHER &&
  1553. skillid != WZ_SIGHTBLASTER &&
  1554. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1555. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1556. bl->type == BL_SKILL && damage > 0 )
  1557. {
  1558. struct skill_unit* su = (struct skill_unit*)bl;
  1559. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1560. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1561. }
  1562. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1563. { //Skills with can't walk delay also stop normal attacking for that
  1564. //duration when the attack connects. [Skotlex]
  1565. struct unit_data *ud = unit_bl2ud(src);
  1566. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1567. ud->attackabletime = tick + type;
  1568. }
  1569. if( !dmg.amotion )
  1570. { //Instant damage
  1571. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1572. if( !status_isdead(bl) )
  1573. skill_additional_effect(src,bl,skillid,skilllv,attack_type,dmg.dmg_lv,tick);
  1574. if( damage > 0 ) //Counter status effects [Skotlex]
  1575. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1576. }
  1577. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1578. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1579. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1580. {
  1581. int direction = -1; // default
  1582. switch(skillid)
  1583. {
  1584. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1585. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1586. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1587. }
  1588. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1589. }
  1590. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1591. if (dmg.amotion)
  1592. battle_delay_damage(tick, dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1593. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1594. int rate = 50 + skilllv * 5;
  1595. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1596. if(rand()%100 < rate)
  1597. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1598. }
  1599. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1600. if (battle_config.left_cardfix_to_right)
  1601. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1602. else
  1603. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1604. }
  1605. if( rdamage > 0 )
  1606. {
  1607. if( dmg.amotion )
  1608. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1609. else
  1610. status_fix_damage(bl,src,rdamage,0);
  1611. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1612. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1613. if( tsd && src != bl )
  1614. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1615. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  1616. }
  1617. if (!(flag&2) &&
  1618. (
  1619. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1620. ) &&
  1621. (sc = status_get_sc(src)) &&
  1622. sc->data[SC_DOUBLECAST] &&
  1623. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1624. {
  1625. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1626. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1627. }
  1628. map_freeblock_unlock();
  1629. return damage;
  1630. }
  1631. /*==========================================
  1632. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1633. * flagについて?F16?i?を確認
  1634. * MSB <- 00fTffff ->LSB
  1635. * T =タ?ゲット選?用(BCT_*)
  1636. * ffff=自由に使用可能
  1637. * 0 =予約?B0に固定
  1638. *------------------------------------------*/
  1639. static int skill_area_temp[8];
  1640. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1641. int skill_area_sub (struct block_list *bl, va_list ap)
  1642. {
  1643. struct block_list *src;
  1644. int skill_id,skill_lv,flag;
  1645. unsigned int tick;
  1646. SkillFunc func;
  1647. nullpo_retr(0, bl);
  1648. src=va_arg(ap,struct block_list *);
  1649. skill_id=va_arg(ap,int);
  1650. skill_lv=va_arg(ap,int);
  1651. tick=va_arg(ap,unsigned int);
  1652. flag=va_arg(ap,int);
  1653. func=va_arg(ap,SkillFunc);
  1654. if(battle_check_target(src,bl,flag) > 0)
  1655. {
  1656. // several splash skills need this initial dummy packet to display correctly
  1657. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  1658. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  1659. if (flag&(SD_SPLASH|SD_PREAMBLE))
  1660. skill_area_temp[2]++;
  1661. return func(src,bl,skill_id,skill_lv,tick,flag);
  1662. }
  1663. return 0;
  1664. }
  1665. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1666. {
  1667. struct skill_unit *unit;
  1668. int skillid,g_skillid;
  1669. unit = (struct skill_unit *)bl;
  1670. if(bl->prev == NULL || bl->type != BL_SKILL)
  1671. return 0;
  1672. if(!unit->alive)
  1673. return 0;
  1674. skillid = va_arg(ap,int);
  1675. g_skillid = unit->group->skill_id;
  1676. switch (skillid)
  1677. {
  1678. case MG_SAFETYWALL:
  1679. case AL_PNEUMA:
  1680. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1681. return 0;
  1682. break;
  1683. case AL_WARP:
  1684. case HT_SKIDTRAP:
  1685. case MA_SKIDTRAP:
  1686. case HT_LANDMINE:
  1687. case MA_LANDMINE:
  1688. case HT_ANKLESNARE:
  1689. case HT_SHOCKWAVE:
  1690. case HT_SANDMAN:
  1691. case MA_SANDMAN:
  1692. case HT_FLASHER:
  1693. case HT_FREEZINGTRAP:
  1694. case MA_FREEZINGTRAP:
  1695. case HT_BLASTMINE:
  1696. case HT_CLAYMORETRAP:
  1697. case HT_TALKIEBOX:
  1698. case HP_BASILICA:
  1699. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1700. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1701. return 0;
  1702. break;
  1703. default: //Avoid stacking with same kind of trap. [Skotlex]
  1704. if (g_skillid != skillid)
  1705. return 0;
  1706. break;
  1707. }
  1708. return 1;
  1709. }
  1710. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1711. {
  1712. //Non players do not check for the skill's splash-trigger area.
  1713. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1714. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1715. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1716. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1717. return 0;
  1718. }
  1719. range += layout_type;
  1720. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1721. }
  1722. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1723. {
  1724. int skillid;
  1725. if(bl->prev == NULL)
  1726. return 0;
  1727. skillid = va_arg(ap,int);
  1728. if( status_isdead(bl) && skillid != AL_WARP )
  1729. return 0;
  1730. if( skillid == HP_BASILICA && bl->type == BL_PC )
  1731. return 0;
  1732. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  1733. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1734. return 1;
  1735. }
  1736. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1737. {
  1738. int range, type;
  1739. switch (skillid) { // to be expanded later
  1740. case WZ_ICEWALL:
  1741. range = 2;
  1742. break;
  1743. default:
  1744. {
  1745. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1746. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1747. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1748. return 0;
  1749. }
  1750. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1751. }
  1752. break;
  1753. }
  1754. // if the caster is a monster/NPC, only check for players
  1755. // otherwise just check characters
  1756. if (bl->type == BL_PC)
  1757. type = BL_CHAR;
  1758. else
  1759. type = BL_PC;
  1760. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1761. x - range, y - range, x + range, y + range,
  1762. type, skillid);
  1763. }
  1764. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1765. {
  1766. struct map_session_data *sd;
  1767. int gid, id, strvit, agidex;
  1768. sd = (struct map_session_data *)bl;
  1769. id = va_arg(ap,int);
  1770. gid = va_arg(ap,int);
  1771. if (sd->status.guild_id != gid)
  1772. return 0;
  1773. if(id == sd->bl.id && battle_config.guild_aura&16)
  1774. return 0;
  1775. strvit = va_arg(ap,int);
  1776. agidex = va_arg(ap,int);
  1777. if (sd->sc.data[SC_GUILDAURA]) {
  1778. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1779. if (sce->val3 != strvit || sce->val4 != agidex) {
  1780. sce->val3 = strvit;
  1781. sce->val4 = agidex;
  1782. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1783. }
  1784. return 0;
  1785. }
  1786. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1787. return 1;
  1788. }
  1789. /*==========================================
  1790. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  1791. * Flag:
  1792. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1793. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1794. *------------------------------------------*/
  1795. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  1796. {
  1797. struct status_data *status;
  1798. struct map_session_data *sd = NULL;
  1799. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  1800. int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1801. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1802. return 0;
  1803. nullpo_retr(0,bl);
  1804. switch( bl->type )
  1805. {
  1806. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  1807. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  1808. }
  1809. status = status_get_status_data(bl);
  1810. if( (j = skill_get_index(skill)) == 0 )
  1811. return 0;
  1812. // Requeriments
  1813. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1814. {
  1815. itemid[i] = skill_db[j].itemid[i];
  1816. amount[i] = skill_db[j].amount[i];
  1817. }
  1818. hp = skill_db[j].hp[lv-1];
  1819. sp = skill_db[j].sp[lv-1];
  1820. hp_rate = skill_db[j].hp_rate[lv-1];
  1821. sp_rate = skill_db[j].sp_rate[lv-1];
  1822. state = skill_db[j].state;
  1823. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  1824. hp += (status->max_hp * mhp) / 100;
  1825. if( hp_rate > 0 )
  1826. hp += (status->hp * hp_rate) / 100;
  1827. else
  1828. hp += (status->max_hp * (-hp_rate)) / 100;
  1829. if( sp_rate > 0 )
  1830. sp += (status->sp * sp_rate) / 100;
  1831. else
  1832. sp += (status->max_sp * (-sp_rate)) / 100;
  1833. if( bl->type == BL_HOM )
  1834. { // Intimacy Requeriments
  1835. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  1836. switch( skill )
  1837. {
  1838. case HFLI_SBR44:
  1839. if( hd->homunculus.intimacy <= 200 )
  1840. return 0;
  1841. break;
  1842. case HVAN_EXPLOSION:
  1843. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  1844. return 0;
  1845. break;
  1846. }
  1847. }
  1848. if( !(type&2) )
  1849. {
  1850. if( hp > 0 && status->hp <= (unsigned int)hp )
  1851. {
  1852. clif_skill_fail(sd, skill, 2, 0);
  1853. return 0;
  1854. }
  1855. if( sp > 0 && status->sp <= (unsigned int)sp )
  1856. {
  1857. clif_skill_fail(sd, skill, 1, 0);
  1858. return 0;
  1859. }
  1860. }
  1861. if( !type )
  1862. switch( state )
  1863. {
  1864. case ST_MOVE_ENABLE:
  1865. if( !unit_can_move(bl) )
  1866. {
  1867. clif_skill_fail(sd, skill, 0, 0);
  1868. return 0;
  1869. }
  1870. break;
  1871. }
  1872. if( !(type&1) )
  1873. return 1;
  1874. // Check item existences
  1875. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1876. {
  1877. index[i] = -1;
  1878. if( itemid[i] < 1 ) continue; // No item
  1879. index[i] = pc_search_inventory(sd, itemid[i]);
  1880. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  1881. {
  1882. clif_skill_fail(sd, skill, 0, 0);
  1883. return 0;
  1884. }
  1885. }
  1886. // Consume items
  1887. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1888. {
  1889. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0);
  1890. }
  1891. if( type&2 )
  1892. return 1;
  1893. if( sp || hp )
  1894. status_zap(bl, hp, sp);
  1895. return 1;
  1896. }
  1897. /*==========================================
  1898. *
  1899. *------------------------------------------*/
  1900. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1901. {
  1902. return 1;
  1903. }
  1904. /*==========================================
  1905. *
  1906. *------------------------------------------*/
  1907. static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
  1908. {
  1909. struct block_list *src = map_id2bl(id),*target;
  1910. struct unit_data *ud = unit_bl2ud(src);
  1911. struct skill_timerskill *skl = NULL;
  1912. int range;
  1913. nullpo_retr(0, src);
  1914. nullpo_retr(0, ud);
  1915. skl = ud->skilltimerskill[data];
  1916. nullpo_retr(0, skl);
  1917. ud->skilltimerskill[data] = NULL;
  1918. do {
  1919. if(src->prev == NULL)
  1920. break;
  1921. if(skl->target_id) {
  1922. target = map_id2bl(skl->target_id);
  1923. if(!target && skl->skill_id == RG_INTIMIDATE)
  1924. target = src; //Required since it has to warp.
  1925. if(target == NULL)
  1926. break;
  1927. if(target->prev == NULL)
  1928. break;
  1929. if(src->m != target->m)
  1930. break;
  1931. if(status_isdead(src))
  1932. break;
  1933. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  1934. break;
  1935. switch(skl->skill_id) {
  1936. case RG_INTIMIDATE:
  1937. if (unit_warp(src,-1,-1,-1,3) == 0) {
  1938. short x,y;
  1939. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  1940. if (target != src && !status_isdead(target))
  1941. unit_warp(target, -1, x, y, 3);
  1942. }
  1943. break;
  1944. case BA_FROSTJOKER:
  1945. case DC_SCREAM:
  1946. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  1947. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  1948. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  1949. break;
  1950. case WZ_WATERBALL:
  1951. if (!status_isdead(target))
  1952. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1953. if (skl->type>1 && !status_isdead(target)) {
  1954. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  1955. } else {
  1956. struct status_change *sc = status_get_sc(src);
  1957. if(sc) {
  1958. if(sc->data[SC_MAGICPOWER])
  1959. status_change_end(src,SC_MAGICPOWER,-1);
  1960. if(sc->data[SC_SPIRIT] &&
  1961. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1962. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  1963. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1964. }
  1965. }
  1966. break;
  1967. default:
  1968. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1969. break;
  1970. }
  1971. }
  1972. else {
  1973. if(src->m != skl->map)
  1974. break;
  1975. switch( skl->skill_id )
  1976. {
  1977. case WZ_METEOR:
  1978. if( skl->type >= 0 )
  1979. {
  1980. int x = skl->type>>16, y = skl->type&0xFFFF;
  1981. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  1982. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  1983. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  1984. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1985. }
  1986. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  1987. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  1988. break;
  1989. }
  1990. }
  1991. } while (0);
  1992. //Free skl now that it is no longer needed.
  1993. ers_free(skill_timer_ers, skl);
  1994. return 0;
  1995. }
  1996. /*==========================================
  1997. *
  1998. *------------------------------------------*/
  1999. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2000. {
  2001. int i;
  2002. struct unit_data *ud;
  2003. nullpo_retr(1, src);
  2004. ud = unit_bl2ud(src);
  2005. nullpo_retr(1, ud);
  2006. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2007. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2008. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2009. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2010. ud->skilltimerskill[i]->src_id = src->id;
  2011. ud->skilltimerskill[i]->target_id = target;
  2012. ud->skilltimerskill[i]->skill_id = skill_id;
  2013. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2014. ud->skilltimerskill[i]->map = src->m;
  2015. ud->skilltimerskill[i]->x = x;
  2016. ud->skilltimerskill[i]->y = y;
  2017. ud->skilltimerskill[i]->type = type;
  2018. ud->skilltimerskill[i]->flag = flag;
  2019. return 0;
  2020. }
  2021. /*==========================================
  2022. *
  2023. *------------------------------------------*/
  2024. int skill_cleartimerskill (struct block_list *src)
  2025. {
  2026. int i;
  2027. struct unit_data *ud;
  2028. nullpo_retr(0, src);
  2029. ud = unit_bl2ud(src);
  2030. nullpo_retr(0, ud);
  2031. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2032. if(ud->skilltimerskill[i]) {
  2033. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2034. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2035. ud->skilltimerskill[i]=NULL;
  2036. }
  2037. }
  2038. return 1;
  2039. }
  2040. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2041. {
  2042. TBL_SKILL *su = (TBL_SKILL*)bl;
  2043. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2044. { //Reveal trap.
  2045. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2046. //clif_changetraplook(bl, su->group->unit_id);
  2047. clif_skill_setunit(su);
  2048. return 1;
  2049. }
  2050. return 0;
  2051. }
  2052. /*==========================================
  2053. *
  2054. *
  2055. *------------------------------------------*/
  2056. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2057. {
  2058. struct map_session_data *sd = NULL, *tsd = NULL;
  2059. struct status_data *tstatus;
  2060. struct status_change *sc;
  2061. if (skillid > 0 && skilllv <= 0) return 0;
  2062. nullpo_retr(1, src);
  2063. nullpo_retr(1, bl);
  2064. if (src->m != bl->m)
  2065. return 1;
  2066. if (bl->prev == NULL)
  2067. return 1;
  2068. sd = BL_CAST(BL_PC, src);
  2069. tsd = BL_CAST(BL_PC, bl);
  2070. if (status_isdead(bl))
  2071. return 1;
  2072. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2073. { //GTB makes all targetted magic display miss with a single bolt.
  2074. sc_type sct = status_skill2sc(skillid);
  2075. if(sct != SC_NONE)
  2076. status_change_end(bl, sct, -1);
  2077. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2078. return 1;
  2079. }
  2080. sc = status_get_sc(src);
  2081. if (sc && !sc->count)
  2082. sc = NULL; //Unneeded
  2083. tstatus = status_get_status_data(bl);
  2084. map_freeblock_lock();
  2085. switch(skillid)
  2086. {
  2087. case MER_CRASH:
  2088. case SM_BASH:
  2089. case MS_BASH:
  2090. case MC_MAMMONITE:
  2091. case TF_DOUBLE:
  2092. case AC_DOUBLE:
  2093. case MA_DOUBLE:
  2094. case AS_SONICBLOW:
  2095. case KN_PIERCE:
  2096. case ML_PIERCE:
  2097. case KN_SPEARBOOMERANG:
  2098. case TF_POISON:
  2099. case TF_SPRINKLESAND:
  2100. case AC_CHARGEARROW:
  2101. case MA_CHARGEARROW:
  2102. case RG_INTIMIDATE:
  2103. case AM_ACIDTERROR:
  2104. case BA_MUSICALSTRIKE:
  2105. case DC_THROWARROW:
  2106. case BA_DISSONANCE:
  2107. case CR_HOLYCROSS:
  2108. case NPC_DARKCROSS:
  2109. case CR_SHIELDCHARGE:
  2110. case CR_SHIELDBOOMERANG:
  2111. case NPC_PIERCINGATT:
  2112. case NPC_MENTALBREAKER:
  2113. case NPC_RANGEATTACK:
  2114. case NPC_CRITICALSLASH:
  2115. case NPC_COMBOATTACK:
  2116. case NPC_GUIDEDATTACK:
  2117. case NPC_POISON:
  2118. case NPC_RANDOMATTACK:
  2119. case NPC_WATERATTACK:
  2120. case NPC_GROUNDATTACK:
  2121. case NPC_FIREATTACK:
  2122. case NPC_WINDATTACK:
  2123. case NPC_POISONATTACK:
  2124. case NPC_HOLYATTACK:
  2125. case NPC_DARKNESSATTACK:
  2126. case NPC_TELEKINESISATTACK:
  2127. case NPC_UNDEADATTACK:
  2128. case NPC_ARMORBRAKE:
  2129. case NPC_WEAPONBRAKER:
  2130. case NPC_HELMBRAKE:
  2131. case NPC_SHIELDBRAKE:
  2132. case NPC_BLINDATTACK:
  2133. case NPC_SILENCEATTACK:
  2134. case NPC_STUNATTACK:
  2135. case NPC_PETRIFYATTACK:
  2136. case NPC_CURSEATTACK:
  2137. case NPC_SLEEPATTACK:
  2138. case LK_AURABLADE:
  2139. case LK_SPIRALPIERCE:
  2140. case ML_SPIRALPIERCE:
  2141. case LK_HEADCRUSH:
  2142. case CG_ARROWVULCAN:
  2143. case HW_MAGICCRASHER:
  2144. case ITM_TOMAHAWK:
  2145. case MO_TRIPLEATTACK:
  2146. case CH_CHAINCRUSH:
  2147. case CH_TIGERFIST:
  2148. case PA_SHIELDCHAIN: // Shield Chain
  2149. case PA_SACRIFICE:
  2150. case WS_CARTTERMINATION: // Cart Termination
  2151. case AS_VENOMKNIFE:
  2152. case HT_PHANTASMIC:
  2153. case HT_POWER:
  2154. case TK_DOWNKICK:
  2155. case TK_COUNTER:
  2156. case GS_CHAINACTION:
  2157. case GS_TRIPLEACTION:
  2158. case GS_MAGICALBULLET:
  2159. case GS_TRACKING:
  2160. case GS_PIERCINGSHOT:
  2161. case GS_RAPIDSHOWER:
  2162. case GS_DUST:
  2163. case GS_DISARM: // Added disarm. [Reddozen]
  2164. case GS_FULLBUSTER:
  2165. case NJ_SYURIKEN:
  2166. case NJ_KUNAI:
  2167. case ASC_BREAKER:
  2168. case HFLI_MOON: //[orn]
  2169. case HFLI_SBR44: //[orn]
  2170. case NPC_BLEEDING:
  2171. case NPC_CRITICALWOUND:
  2172. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2173. break;
  2174. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2175. switch( rand()%6 ){
  2176. case 0: flag |= BREAK_ANKLE; break;
  2177. case 1: flag |= BREAK_WRIST; break;
  2178. case 2: flag |= BREAK_KNEE; break;
  2179. case 3: flag |= BREAK_SHOULDER; break;
  2180. case 4: flag |= BREAK_WAIST; break;
  2181. case 5: flag |= BREAK_NECK; break;
  2182. }
  2183. //TODO: is there really no cleaner way to do this?
  2184. sc = status_get_sc(bl);
  2185. if (sc) sc->jb_flag = flag;
  2186. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2187. break;
  2188. case MO_COMBOFINISH:
  2189. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2190. { //Becomes a splash attack when Soul Linked.
  2191. map_foreachinrange(skill_area_sub, bl,
  2192. skill_get_splash(skillid, skilllv),splash_target(src),
  2193. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2194. skill_castend_damage_id);
  2195. } else
  2196. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2197. break;
  2198. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2199. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2200. skill_area_temp[1] = 0;
  2201. map_foreachinrange(skill_attack_area, src,
  2202. skill_get_splash(skillid, skilllv), splash_target(src),
  2203. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2204. break;
  2205. case KN_CHARGEATK:
  2206. {
  2207. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2208. unsigned int dist = distance_bl(src, bl);
  2209. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2210. // teleport to target (if not on WoE grounds)
  2211. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2212. clif_slide(src, bl->x, bl->y);
  2213. // cause damage and knockback if the path to target was a straight one
  2214. if( path )
  2215. {
  2216. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2217. skill_blown(src, bl, dist, dir, 0);
  2218. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2219. // make the caster look in the direction of the target
  2220. unit_setdir(src, (dir+4)%8);
  2221. }
  2222. }
  2223. break;
  2224. case TK_JUMPKICK:
  2225. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2226. {
  2227. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2228. clif_slide(src,bl->x,bl->y);
  2229. }
  2230. break;
  2231. case SN_SHARPSHOOTING:
  2232. case MA_SHARPSHOOTING:
  2233. case NJ_KAMAITACHI:
  2234. //It won't shoot through walls since on castend there has to be a direct
  2235. //line of sight between caster and target.
  2236. skill_area_temp[1] = bl->id;
  2237. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2238. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2239. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2240. break;
  2241. case NPC_ACIDBREATH:
  2242. case NPC_DARKNESSBREATH:
  2243. case NPC_FIREBREATH:
  2244. case NPC_ICEBREATH:
  2245. case NPC_THUNDERBREATH:
  2246. skill_area_temp[1] = bl->id;
  2247. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2248. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2249. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2250. break;
  2251. case MO_INVESTIGATE:
  2252. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2253. if (sc && sc->data[SC_BLADESTOP])
  2254. status_change_end(src,SC_BLADESTOP,-1);
  2255. break;
  2256. case RG_BACKSTAP:
  2257. {
  2258. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2259. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2260. if (sc && sc->data[SC_HIDING])
  2261. status_change_end(src, SC_HIDING, -1);
  2262. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2263. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2264. unit_setdir(bl,dir);
  2265. }
  2266. else if (sd)
  2267. clif_skill_fail(sd,skillid,0,0);
  2268. }
  2269. break;
  2270. case MO_FINGEROFFENSIVE:
  2271. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2272. if (battle_config.finger_offensive_type && sd) {
  2273. int i;
  2274. for (i = 1; i < sd->spiritball_old; i++)
  2275. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2276. }
  2277. if (sc && sc->data[SC_BLADESTOP])
  2278. status_change_end(src,SC_BLADESTOP,-1);
  2279. break;
  2280. case MO_CHAINCOMBO:
  2281. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2282. if (sc && sc->data[SC_BLADESTOP])
  2283. status_change_end(src,SC_BLADESTOP,-1);
  2284. break;
  2285. case NJ_ISSEN:
  2286. status_change_end(src,SC_NEN,-1);
  2287. status_change_end(src,SC_HIDING,-1);
  2288. // fall through
  2289. case MO_EXTREMITYFIST:
  2290. if( skillid == MO_EXTREMITYFIST )
  2291. {
  2292. status_change_end(src,SC_EXPLOSIONSPIRITS,-1);
  2293. status_change_end(src,SC_BLADESTOP,-1);
  2294. }
  2295. //Client expects you to move to target regardless of distance
  2296. {
  2297. struct unit_data *ud = unit_bl2ud(src);
  2298. short dx,dy;
  2299. int i,speed;
  2300. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2301. dx = bl->x - src->x;
  2302. dy = bl->y - src->y;
  2303. if (dx < 0) dx-=i;
  2304. else if (dx > 0) dx+=i;
  2305. if (dy < 0) dy-=i;
  2306. else if (dy > 0) dy+=i;
  2307. if (!dx && !dy) dy++;
  2308. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2309. {
  2310. dx = bl->x;
  2311. dy = bl->y;
  2312. } else {
  2313. dx = src->x + dx;
  2314. dy = src->y + dy;
  2315. }
  2316. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2317. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2318. //Increase can't walk delay to not alter your walk path
  2319. ud->canmove_tick = tick;
  2320. speed = status_get_speed(src);
  2321. for (i = 0; i < ud->walkpath.path_len; i ++)
  2322. {
  2323. if(ud->walkpath.path[i]&1)
  2324. ud->canmove_tick+=7*speed/5;
  2325. else
  2326. ud->canmove_tick+=speed;
  2327. }
  2328. }
  2329. }
  2330. break;
  2331. //Splash attack skills.
  2332. case AS_GRIMTOOTH:
  2333. case MC_CARTREVOLUTION:
  2334. case NPC_SPLASHATTACK:
  2335. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2336. case AS_SPLASHER:
  2337. case SM_MAGNUM:
  2338. case MS_MAGNUM:
  2339. case HT_BLITZBEAT:
  2340. case AC_SHOWER:
  2341. case MA_SHOWER:
  2342. case MG_NAPALMBEAT:
  2343. case MG_FIREBALL:
  2344. case RG_RAID:
  2345. case HW_NAPALMVULCAN:
  2346. case NJ_HUUMA:
  2347. case NJ_BAKUENRYU:
  2348. case ASC_METEORASSAULT:
  2349. case GS_DESPERADO:
  2350. case GS_SPREADATTACK:
  2351. case NPC_EARTHQUAKE:
  2352. case NPC_PULSESTRIKE:
  2353. case NPC_HELLJUDGEMENT:
  2354. if( flag&1 )
  2355. { //Recursive invocation
  2356. // skill_area_temp[0] holds number of targets in area
  2357. // skill_area_temp[1] holds the id of the original target
  2358. // skill_area_temp[2] counts how many targets have already been processed
  2359. int sflag = skill_area_temp[0] & 0xFFF;
  2360. if( flag&SD_LEVEL )
  2361. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2362. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2363. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2364. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2365. }
  2366. else
  2367. {
  2368. if ( skillid == NJ_BAKUENRYU )
  2369. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2370. skill_area_temp[0] = 0;
  2371. skill_area_temp[1] = bl->id;
  2372. skill_area_temp[2] = 0;
  2373. // if skill damage should be split among targets, count them
  2374. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2375. //special case: Venom Splasher uses a different range for searching than for splashing
  2376. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2377. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2378. // recursive invocation of skill_castend_damage_id() with flag|1
  2379. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  2380. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2381. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2382. { // Initiate 10% of your damage becomes fire element.
  2383. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2384. if( sd )
  2385. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2386. if( bl->type == BL_MER )
  2387. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2388. }
  2389. }
  2390. break;
  2391. case KN_BRANDISHSPEAR:
  2392. case ML_BRANDISH:
  2393. //Coded apart for it needs the flag passed to the damage calculation.
  2394. if (skill_area_temp[1] != bl->id)
  2395. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2396. else
  2397. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2398. break;
  2399. case KN_BOWLINGBASH:
  2400. case MS_BOWLINGBASH:
  2401. if(flag&1){
  2402. if(bl->id==skill_area_temp[1])
  2403. break;
  2404. //two hits for 500%
  2405. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2406. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2407. } else {
  2408. int i,c;
  2409. c = skill_get_blewcount(skillid,skilllv);
  2410. // keep moving target in the direction that src is looking, square by square
  2411. for(i=0;i<c;i++){
  2412. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2413. break; //Can't knockback
  2414. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2415. if( skill_area_temp[0] > 1 ) break; // collision
  2416. }
  2417. clif_blown(bl); //Update target pos.
  2418. if (i!=c) { //Splash
  2419. skill_area_temp[1] = bl->id;
  2420. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2421. }
  2422. //Weirdo dual-hit property, two attacks for 500%
  2423. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2424. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2425. }
  2426. break;
  2427. case KN_SPEARSTAB:
  2428. if(flag&1) {
  2429. if (bl->id==skill_area_temp[1])
  2430. break;
  2431. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2432. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2433. } else {
  2434. int x=bl->x,y=bl->y,i,dir;
  2435. dir = map_calc_dir(bl,src->x,src->y);
  2436. skill_area_temp[1] = bl->id;
  2437. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2438. // all the enemies between the caster and the target are hit, as well as the target
  2439. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2440. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2441. for (i=0;i<4;i++) {
  2442. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2443. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2444. x += dirx[dir];
  2445. y += diry[dir];
  2446. }
  2447. }
  2448. break;
  2449. case TK_TURNKICK:
  2450. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2451. {
  2452. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2453. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2454. map_foreachinrange(skill_area_sub,bl,
  2455. skill_get_splash(skillid, skilllv),BL_CHAR,
  2456. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2457. skill_castend_nodamage_id);
  2458. }
  2459. break;
  2460. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2461. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2462. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2463. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2464. break;
  2465. case PR_TURNUNDEAD:
  2466. case ALL_RESURRECTION:
  2467. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2468. break;
  2469. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2470. break;
  2471. case MG_SOULSTRIKE:
  2472. case NPC_DARKSTRIKE:
  2473. case MG_COLDBOLT:
  2474. case MG_FIREBOLT:
  2475. case MG_LIGHTNINGBOLT:
  2476. case WZ_EARTHSPIKE:
  2477. case AL_HEAL:
  2478. case AL_HOLYLIGHT:
  2479. case WZ_JUPITEL:
  2480. case NPC_DARKTHUNDER:
  2481. case PR_ASPERSIO:
  2482. case MG_FROSTDIVER:
  2483. case WZ_SIGHTBLASTER:
  2484. case WZ_SIGHTRASHER:
  2485. case NJ_KOUENKA:
  2486. case NJ_HYOUSENSOU:
  2487. case NJ_HUUJIN:
  2488. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2489. break;
  2490. case NPC_MAGICALATTACK:
  2491. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2492. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2493. break;
  2494. case HVAN_CAPRICE: //[blackhole89]
  2495. {
  2496. int ran=rand()%4;
  2497. int sid = 0;
  2498. switch(ran)
  2499. {
  2500. case 0: sid=MG_COLDBOLT; break;
  2501. case 1: sid=MG_FIREBOLT; break;
  2502. case 2: sid=MG_LIGHTNINGBOLT; break;
  2503. case 3: sid=WZ_EARTHSPIKE; break;
  2504. }
  2505. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2506. }
  2507. break;
  2508. case WZ_WATERBALL:
  2509. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2510. {
  2511. int range = skilllv / 2;
  2512. int maxlv = skill_get_max(skillid); // learnable level
  2513. int count = 0;
  2514. int x, y;
  2515. struct skill_unit* unit;
  2516. if( skilllv > maxlv )
  2517. {
  2518. if( src->type == BL_MOB && skilllv == 10 )
  2519. range = 4;
  2520. else
  2521. range = maxlv / 2;
  2522. }
  2523. for( y = src->y - range; y <= src->y + range; ++y )
  2524. for( x = src->x - range; x <= src->x + range; ++x )
  2525. {
  2526. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  2527. {
  2528. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  2529. count++; // natural water cell
  2530. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  2531. {
  2532. count++; // skill-induced water cell
  2533. skill_delunit(unit); // consume cell
  2534. }
  2535. }
  2536. }
  2537. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2538. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2539. }
  2540. break;
  2541. case PR_BENEDICTIO:
  2542. //Should attack undead and demons. [Skotlex]
  2543. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2544. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2545. break;
  2546. case SL_SMA:
  2547. if (sc && sc->data[SC_SMA])
  2548. status_change_end(src,SC_SMA,-1);
  2549. case SL_STIN:
  2550. case SL_STUN:
  2551. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2552. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2553. clif_skill_fail(sd,skillid,0,0);
  2554. break;
  2555. }
  2556. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2557. break;
  2558. case NPC_DARKBREATH:
  2559. clif_emotion(src,7);
  2560. case SN_FALCONASSAULT:
  2561. case PA_PRESSURE:
  2562. case CR_ACIDDEMONSTRATION:
  2563. case TF_THROWSTONE:
  2564. case NPC_SMOKING:
  2565. case GS_FLING:
  2566. case NJ_ZENYNAGE:
  2567. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2568. break;
  2569. case HVAN_EXPLOSION:
  2570. case NPC_SELFDESTRUCTION:
  2571. if (src != bl)
  2572. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2573. break;
  2574. // Celest
  2575. case PF_SOULBURN:
  2576. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2577. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2578. if (skilllv == 5)
  2579. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2580. status_percent_damage(src, bl, 0, 100, false);
  2581. } else {
  2582. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2583. if (skilllv == 5)
  2584. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2585. status_percent_damage(src, src, 0, 100, false);
  2586. }
  2587. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2588. break;
  2589. case NPC_BLOODDRAIN:
  2590. case NPC_ENERGYDRAIN:
  2591. {
  2592. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2593. src, src, bl, skillid, skilllv, tick, flag);
  2594. if (heal > 0){
  2595. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2596. status_heal(src, heal, 0, 0);
  2597. }
  2598. }
  2599. break;
  2600. case GS_BULLSEYE:
  2601. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2602. break;
  2603. case NJ_KASUMIKIRI:
  2604. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2605. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2606. break;
  2607. case NJ_KIRIKAGE:
  2608. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  2609. { //You don't move on GVG grounds.
  2610. short x, y;
  2611. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2612. if (unit_movepos(src, x, y, 0, 0))
  2613. clif_slide(src,src->x,src->y);
  2614. }
  2615. if (sc && sc->data[SC_HIDING])
  2616. status_change_end(src, SC_HIDING, -1);
  2617. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2618. break;
  2619. case 0:
  2620. if(sd) {
  2621. if (flag & 3){
  2622. if (bl->id != skill_area_temp[1])
  2623. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2624. } else {
  2625. skill_area_temp[1] = bl->id;
  2626. map_foreachinrange(skill_area_sub, bl,
  2627. sd->splash_range, BL_CHAR,
  2628. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2629. skill_castend_damage_id);
  2630. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2631. }
  2632. }
  2633. break;
  2634. default:
  2635. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2636. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2637. 0, abs(skill_get_num(skillid, skilllv)),
  2638. skillid, skilllv, skill_get_hit(skillid));
  2639. map_freeblock_unlock();
  2640. return 1;
  2641. }
  2642. map_freeblock_unlock();
  2643. if( sd && !(flag&1) )
  2644. {
  2645. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  2646. battle_consume_ammo(sd, skillid, skilllv);
  2647. if( !sd->state.skillonskill )
  2648. skill_onskillusage(sd, bl, skillid, tick);
  2649. }
  2650. return 0;
  2651. }
  2652. /*==========================================
  2653. *
  2654. *------------------------------------------*/
  2655. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2656. {
  2657. struct map_session_data *sd, *dstsd;
  2658. struct mob_data *md, *dstmd;
  2659. struct homun_data *hd;
  2660. struct mercenary_data *mer;
  2661. struct status_data *sstatus, *tstatus;
  2662. struct status_change *tsc;
  2663. struct status_change_entry *tsce;
  2664. int i;
  2665. enum sc_type type;
  2666. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2667. nullpo_retr(1, src);
  2668. nullpo_retr(1, bl);
  2669. if (src->m != bl->m)
  2670. return 1;
  2671. sd = BL_CAST(BL_PC, src);
  2672. hd = BL_CAST(BL_HOM, src);
  2673. md = BL_CAST(BL_MOB, src);
  2674. mer = BL_CAST(BL_MER, src);
  2675. dstsd = BL_CAST(BL_PC, bl);
  2676. dstmd = BL_CAST(BL_MOB, bl);
  2677. if(bl->prev == NULL)
  2678. return 1;
  2679. if(status_isdead(src))
  2680. return 1;
  2681. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2682. return 1;
  2683. tstatus = status_get_status_data(bl);
  2684. sstatus = status_get_status_data(src);
  2685. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2686. switch (skillid) {
  2687. case HLIF_HEAL: //[orn]
  2688. if (bl->type != BL_HOM) {
  2689. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2690. break ;
  2691. }
  2692. case AL_HEAL:
  2693. case ALL_RESURRECTION:
  2694. case PR_ASPERSIO:
  2695. //Apparently only player casted skills can be offensive like this.
  2696. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2697. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2698. //Offensive heal does not works on non-enemies. [Skotlex]
  2699. clif_skill_fail(sd,skillid,0,0);
  2700. return 0;
  2701. }
  2702. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2703. }
  2704. break;
  2705. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2706. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2707. default:
  2708. //Skill is actually ground placed.
  2709. if (src == bl && skill_get_unit_id(skillid,0))
  2710. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2711. }
  2712. type = status_skill2sc(skillid);
  2713. tsc = status_get_sc(bl);
  2714. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2715. if (src!=bl && type > -1 &&
  2716. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2717. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2718. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2719. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2720. map_freeblock_lock();
  2721. switch(skillid)
  2722. {
  2723. case HLIF_HEAL: //[orn]
  2724. case AL_HEAL:
  2725. {
  2726. int heal = skill_calc_heal(src, bl, skilllv);
  2727. int heal_get_jobexp;
  2728. if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
  2729. heal=0;
  2730. if( sd )
  2731. {
  2732. if( (i = pc_skillheal_bonus(sd, skillid)) )
  2733. heal += heal * i / 100;
  2734. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  2735. heal = heal*2;
  2736. }
  2737. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  2738. heal += heal * i / 100;
  2739. if( tsc && tsc->count )
  2740. {
  2741. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  2742. { //Bounce back heal
  2743. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2744. status_change_end(bl, SC_KAITE, -1);
  2745. if (src == bl)
  2746. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2747. else {
  2748. bl = src;
  2749. dstsd = sd;
  2750. }
  2751. } else
  2752. if (tsc->data[SC_BERSERK])
  2753. heal = 0; //Needed so that it actually displays 0 when healing.
  2754. }
  2755. heal_get_jobexp = status_heal(bl,heal,0,0);
  2756. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2757. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2758. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2759. if (heal_get_jobexp <= 0)
  2760. heal_get_jobexp = 1;
  2761. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2762. }
  2763. }
  2764. break;
  2765. case PR_REDEMPTIO:
  2766. if (sd && !(flag&1)) {
  2767. if (sd->status.party_id == 0) {
  2768. clif_skill_fail(sd,skillid,0,0);
  2769. break;
  2770. }
  2771. skill_area_temp[0] = 0;
  2772. party_foreachsamemap(skill_area_sub,
  2773. sd,skill_get_splash(skillid, skilllv),
  2774. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2775. skill_castend_nodamage_id);
  2776. if (skill_area_temp[0] == 0) {
  2777. clif_skill_fail(sd,skillid,0,0);
  2778. break;
  2779. }
  2780. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2781. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2782. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  2783. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  2784. clif_updatestatus(sd,SP_BASEEXP);
  2785. clif_updatestatus(sd,SP_JOBEXP);
  2786. }
  2787. status_set_hp(src, 1, 0);
  2788. status_set_sp(src, 0, 0);
  2789. break;
  2790. } else if (status_isdead(bl) && flag&1) { //Revive
  2791. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2792. skilllv = 3; //Resurrection level 3 is used
  2793. } else //Invalid target, skip resurrection.
  2794. break;
  2795. case ALL_RESURRECTION:
  2796. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  2797. { //No reviving in WoE grounds!
  2798. clif_skill_fail(sd,skillid,0,0);
  2799. break;
  2800. }
  2801. if (!status_isdead(bl))
  2802. break;
  2803. {
  2804. int per = 0, sper = 0;
  2805. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2806. break;
  2807. switch(skilllv){
  2808. case 1: per=10; break;
  2809. case 2: per=30; break;
  2810. case 3: per=50; break;
  2811. case 4: per=80; break;
  2812. }
  2813. if(dstsd && dstsd->special_state.restart_full_recover)
  2814. per = sper = 100;
  2815. if (status_revive(bl, per, sper))
  2816. {
  2817. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2818. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2819. {
  2820. int exp = 0,jexp = 0;
  2821. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2822. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2823. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2824. if (exp < 1) exp = 1;
  2825. }
  2826. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2827. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2828. if (jexp < 1) jexp = 1;
  2829. }
  2830. if(exp > 0 || jexp > 0)
  2831. pc_gainexp (sd, bl, exp, jexp);
  2832. }
  2833. }
  2834. }
  2835. break;
  2836. case AL_DECAGI:
  2837. case MER_DECAGI:
  2838. clif_skill_nodamage (src, bl, skillid, skilllv,
  2839. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  2840. break;
  2841. case AL_CRUCIS:
  2842. if (flag&1)
  2843. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2844. else {
  2845. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2846. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2847. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2848. }
  2849. break;
  2850. case PR_LEXDIVINA:
  2851. case MER_LEXDIVINA:
  2852. if( tsce )
  2853. status_change_end(bl,type, -1);
  2854. else
  2855. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2856. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2857. break;
  2858. case SA_ABRACADABRA:
  2859. {
  2860. int abra_skillid = 0, abra_skilllv;
  2861. do {
  2862. i = rand() % MAX_SKILL_ABRA_DB;
  2863. abra_skillid = skill_abra_db[i].skillid;
  2864. } while (abra_skillid == 0 ||
  2865. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2866. rand()%10000 >= skill_abra_db[i].per
  2867. );
  2868. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2869. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2870. if( sd )
  2871. {// player-casted
  2872. sd->state.abra_flag = 1;
  2873. sd->skillitem = abra_skillid;
  2874. sd->skillitemlv = abra_skilllv;
  2875. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2876. }
  2877. else
  2878. {// mob-casted
  2879. struct unit_data *ud = unit_bl2ud(src);
  2880. int inf = skill_get_inf(abra_skillid);
  2881. int target_id = 0;
  2882. if (!ud) break;
  2883. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2884. if (src->type == BL_PET)
  2885. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2886. if (!bl) bl = src;
  2887. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2888. } else { //Assume offensive skills
  2889. if (ud->target)
  2890. target_id = ud->target;
  2891. else switch (src->type) {
  2892. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2893. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2894. }
  2895. if (!target_id)
  2896. break;
  2897. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2898. bl = map_id2bl(target_id);
  2899. if (!bl) bl = src;
  2900. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2901. } else
  2902. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2903. }
  2904. }
  2905. }
  2906. break;
  2907. case SA_COMA:
  2908. clif_skill_nodamage(src,bl,skillid,skilllv,
  2909. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  2910. break;
  2911. case SA_FULLRECOVERY:
  2912. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2913. if (status_isimmune(bl))
  2914. break;
  2915. status_percent_heal(bl, 100, 100);
  2916. break;
  2917. case NPC_ALLHEAL:
  2918. {
  2919. int heal;
  2920. if( status_isimmune(bl) )
  2921. break;
  2922. heal = status_percent_heal(bl, 100, 0);
  2923. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  2924. if( skillid == NPC_ALLHEAL && dstmd )
  2925. { // Reset Damage Logs
  2926. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  2927. dstmd->tdmg = 0;
  2928. }
  2929. }
  2930. break;
  2931. case SA_SUMMONMONSTER:
  2932. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2933. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  2934. break;
  2935. case SA_LEVELUP:
  2936. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2937. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  2938. break;
  2939. case SA_INSTANTDEATH:
  2940. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2941. status_set_hp(bl,1,0);
  2942. break;
  2943. case SA_QUESTION:
  2944. case SA_GRAVITY:
  2945. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2946. break;
  2947. case SA_CLASSCHANGE:
  2948. case SA_MONOCELL:
  2949. if (dstmd)
  2950. {
  2951. int class_;
  2952. if ( sd && dstmd->status.mode&MD_BOSS )
  2953. {
  2954. clif_skill_fail(sd,skillid,0,0);
  2955. break;
  2956. }
  2957. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  2958. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2959. mob_class_change(dstmd,class_);
  2960. if( tsc && dstmd->status.mode&MD_BOSS )
  2961. {
  2962. 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 };
  2963. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  2964. if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
  2965. for (i = 0; i < ARRAYLENGTH(scs); i++)
  2966. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  2967. }
  2968. }
  2969. break;
  2970. case SA_DEATH:
  2971. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  2972. {
  2973. clif_skill_fail(sd,skillid,0,0);
  2974. break;
  2975. }
  2976. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2977. status_kill(bl);
  2978. break;
  2979. case SA_REVERSEORCISH:
  2980. clif_skill_nodamage(src,bl,skillid,skilllv,
  2981. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  2982. break;
  2983. case SA_FORTUNE:
  2984. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2985. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  2986. break;
  2987. case SA_TAMINGMONSTER:
  2988. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2989. if (sd && dstmd) {
  2990. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  2991. if( i < MAX_PET_DB )
  2992. pet_catch_process1(sd, dstmd->class_);
  2993. }
  2994. break;
  2995. case CR_PROVIDENCE:
  2996. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  2997. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  2998. clif_skill_fail(sd,skillid,0,0);
  2999. map_freeblock_unlock();
  3000. return 1;
  3001. }
  3002. }
  3003. clif_skill_nodamage(src,bl,skillid,skilllv,
  3004. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3005. break;
  3006. case CG_MARIONETTE:
  3007. {
  3008. struct status_change* sc = status_get_sc(src);
  3009. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  3010. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  3011. clif_skill_fail(sd,skillid,0,0);
  3012. map_freeblock_unlock();
  3013. return 1;
  3014. }
  3015. if( sc && tsc )
  3016. {
  3017. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  3018. {
  3019. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3020. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3021. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3022. }
  3023. else
  3024. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3025. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3026. {
  3027. status_change_end(src, SC_MARIONETTE, -1);
  3028. status_change_end(bl, SC_MARIONETTE2, -1);
  3029. }
  3030. else
  3031. {
  3032. if( sd )
  3033. clif_skill_fail(sd,skillid,0,0);
  3034. map_freeblock_unlock();
  3035. return 1;
  3036. }
  3037. }
  3038. }
  3039. break;
  3040. case RG_CLOSECONFINE:
  3041. clif_skill_nodamage(src,bl,skillid,skilllv,
  3042. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3043. break;
  3044. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3045. case SA_FROSTWEAPON:
  3046. case SA_LIGHTNINGLOADER:
  3047. case SA_SEISMICWEAPON:
  3048. if (dstsd) {
  3049. if(dstsd->status.weapon == W_FIST ||
  3050. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3051. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3052. dstsd->sc.data[SC_FIREWEAPON] ||
  3053. dstsd->sc.data[SC_WATERWEAPON] ||
  3054. dstsd->sc.data[SC_WINDWEAPON] ||
  3055. dstsd->sc.data[SC_EARTHWEAPON] ||
  3056. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3057. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3058. dstsd->sc.data[SC_ENCPOISON]
  3059. ))
  3060. ) {
  3061. if (sd) clif_skill_fail(sd,skillid,0,0);
  3062. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3063. break;
  3064. }
  3065. }
  3066. if (sd) {
  3067. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3068. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3069. clif_skill_fail(sd,skillid,0,0);
  3070. break;
  3071. }
  3072. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3073. }
  3074. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3075. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3076. if (sd)
  3077. clif_skill_fail(sd,skillid,0,0);
  3078. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3079. clif_displaymessage(sd->fd,"You broke target's weapon");
  3080. }
  3081. break;
  3082. case PR_ASPERSIO:
  3083. if (sd && dstmd) {
  3084. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3085. break;
  3086. }
  3087. clif_skill_nodamage(src,bl,skillid,skilllv,
  3088. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3089. break;
  3090. case ITEM_ENCHANTARMS:
  3091. clif_skill_nodamage(src,bl,skillid,skilllv,
  3092. sc_start2(bl,type,100,skilllv,
  3093. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3094. break;
  3095. case TK_SEVENWIND:
  3096. switch(skill_get_ele(skillid,skilllv)) {
  3097. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3098. case ELE_WIND : type = SC_WINDWEAPON; break;
  3099. case ELE_WATER : type = SC_WATERWEAPON; break;
  3100. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3101. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3102. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3103. case ELE_HOLY : type = SC_ASPERSIO; break;
  3104. }
  3105. clif_skill_nodamage(src,bl,skillid,skilllv,
  3106. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3107. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  3108. break;
  3109. case PR_KYRIE:
  3110. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3111. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3112. break;
  3113. //Passive Magnum, should had been casted on yourself.
  3114. case SM_MAGNUM:
  3115. case MS_MAGNUM:
  3116. skill_area_temp[1] = 0;
  3117. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  3118. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3119. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3120. //Initiate 10% of your damage becomes fire element.
  3121. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3122. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3123. break;
  3124. case AL_INCAGI:
  3125. case AL_BLESSING:
  3126. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  3127. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3128. break;
  3129. }
  3130. case PR_SLOWPOISON:
  3131. case PR_IMPOSITIO:
  3132. case PR_LEXAETERNA:
  3133. case PR_SUFFRAGIUM:
  3134. case PR_BENEDICTIO:
  3135. case LK_BERSERK:
  3136. case MS_BERSERK:
  3137. case KN_AUTOCOUNTER:
  3138. case KN_TWOHANDQUICKEN:
  3139. case KN_ONEHAND:
  3140. case MER_QUICKEN:
  3141. case CR_SPEARQUICKEN:
  3142. case CR_REFLECTSHIELD:
  3143. case MS_REFLECTSHIELD:
  3144. case AS_POISONREACT:
  3145. case MC_LOUD:
  3146. case MG_ENERGYCOAT:
  3147. case MO_EXPLOSIONSPIRITS:
  3148. case MO_STEELBODY:
  3149. case MO_BLADESTOP:
  3150. case LK_AURABLADE:
  3151. case LK_PARRYING:
  3152. case MS_PARRYING:
  3153. case LK_CONCENTRATION:
  3154. case WS_CARTBOOST:
  3155. case SN_SIGHT:
  3156. case WS_MELTDOWN:
  3157. case WS_OVERTHRUSTMAX:
  3158. case ST_REJECTSWORD:
  3159. case HW_MAGICPOWER:
  3160. case PF_MEMORIZE:
  3161. case PA_SACRIFICE:
  3162. case ASC_EDP:
  3163. case NPC_STOP:
  3164. case PF_DOUBLECASTING:
  3165. case SG_SUN_COMFORT:
  3166. case SG_MOON_COMFORT:
  3167. case SG_STAR_COMFORT:
  3168. case NPC_HALLUCINATION:
  3169. case GS_MADNESSCANCEL:
  3170. case GS_ADJUSTMENT:
  3171. case GS_INCREASING:
  3172. case NJ_KASUMIKIRI:
  3173. case NJ_UTSUSEMI:
  3174. case NJ_NEN:
  3175. case NPC_DEFENDER:
  3176. case NPC_MAGICMIRROR:
  3177. clif_skill_nodamage(src,bl,skillid,skilllv,
  3178. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3179. break;
  3180. case HP_ASSUMPTIO:
  3181. if( sd && dstmd )
  3182. clif_skill_fail(sd,skillid,0,0);
  3183. else
  3184. clif_skill_nodamage(src,bl,skillid,skilllv,
  3185. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3186. break;
  3187. case MG_SIGHT:
  3188. case MER_SIGHT:
  3189. case AL_RUWACH:
  3190. case WZ_SIGHTBLASTER:
  3191. case NPC_WIDESIGHT:
  3192. case NPC_STONESKIN:
  3193. case NPC_ANTIMAGIC:
  3194. clif_skill_nodamage(src,bl,skillid,skilllv,
  3195. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3196. break;
  3197. case HLIF_AVOID:
  3198. case HAMI_DEFENCE:
  3199. i = skill_get_time(skillid,skilllv);
  3200. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3201. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3202. break;
  3203. case NJ_BUNSINJYUTSU:
  3204. clif_skill_nodamage(src,bl,skillid,skilllv,
  3205. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3206. if (tsc && tsc->data[SC_NEN])
  3207. status_change_end(bl,SC_NEN,-1);
  3208. break;
  3209. /* Was modified to only affect targetted char. [Skotlex]
  3210. case HP_ASSUMPTIO:
  3211. if (flag&1)
  3212. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3213. else
  3214. {
  3215. map_foreachinrange(skill_area_sub, bl,
  3216. skill_get_splash(skillid, skilllv), BL_PC,
  3217. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3218. skill_castend_nodamage_id);
  3219. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3220. }
  3221. break;
  3222. */
  3223. case SM_ENDURE:
  3224. clif_skill_nodamage(src,bl,skillid,skilllv,
  3225. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3226. if (sd)
  3227. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3228. break;
  3229. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3230. if (sd && dstsd && dstsd->sc.count) {
  3231. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3232. dstsd->sc.data[SC_WATERWEAPON] ||
  3233. dstsd->sc.data[SC_WINDWEAPON] ||
  3234. dstsd->sc.data[SC_EARTHWEAPON] ||
  3235. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3236. dstsd->sc.data[SC_GHOSTWEAPON]
  3237. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3238. ) {
  3239. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3240. clif_skill_fail(sd,skillid,0,0);
  3241. break;
  3242. }
  3243. }
  3244. clif_skill_nodamage(src,bl,skillid,skilllv,
  3245. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3246. break;
  3247. case LK_TENSIONRELAX:
  3248. clif_skill_nodamage(src,bl,skillid,skilllv,
  3249. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3250. skill_get_time(skillid,skilllv)));
  3251. break;
  3252. case MC_CHANGECART:
  3253. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3254. break;
  3255. case TK_MISSION:
  3256. if (sd) {
  3257. int id;
  3258. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3259. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3260. clif_skill_fail(sd,skillid,0,0);
  3261. break;
  3262. }
  3263. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3264. if (!id) {
  3265. clif_skill_fail(sd,skillid,0,0);
  3266. break;
  3267. }
  3268. sd->mission_mobid = id;
  3269. sd->mission_count = 0;
  3270. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3271. clif_mission_info(sd, id, 0);
  3272. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3273. }
  3274. break;
  3275. case AC_CONCENTRATION:
  3276. {
  3277. clif_skill_nodamage(src,bl,skillid,skilllv,
  3278. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3279. map_foreachinrange( status_change_timer_sub, src,
  3280. skill_get_splash(skillid, skilllv), BL_CHAR,
  3281. src,NULL,type,tick);
  3282. }
  3283. break;
  3284. case SM_PROVOKE:
  3285. case MER_PROVOKE:
  3286. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  3287. {
  3288. map_freeblock_unlock();
  3289. return 1;
  3290. }
  3291. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3292. clif_skill_nodamage(src,bl,skillid,skilllv,
  3293. (i = sc_start(bl,type, 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl), skilllv, skill_get_time(skillid,skilllv))));
  3294. if( !i )
  3295. {
  3296. if( sd )
  3297. clif_skill_fail(sd,skillid,0,0);
  3298. map_freeblock_unlock();
  3299. return 0;
  3300. }
  3301. unit_skillcastcancel(bl, 2);
  3302. if( tsc && tsc->count )
  3303. {
  3304. if( tsc->data[SC_FREEZE] )
  3305. status_change_end(bl,SC_FREEZE,-1);
  3306. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  3307. status_change_end(bl,SC_STONE,-1);
  3308. if( tsc->data[SC_SLEEP] )
  3309. status_change_end(bl,SC_SLEEP,-1);
  3310. }
  3311. if( dstmd )
  3312. {
  3313. dstmd->state.provoke_flag = src->id;
  3314. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  3315. }
  3316. break;
  3317. case ML_DEVOTION:
  3318. case CR_DEVOTION:
  3319. {
  3320. int count, lv;
  3321. if( !dstsd )
  3322. { // Only players can be devoted
  3323. if( sd )
  3324. clif_skill_fail(sd, skillid, 0, 0);
  3325. break;
  3326. }
  3327. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  3328. lv = -lv;
  3329. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  3330. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  3331. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  3332. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER ) // Crusader Cannot be devoted
  3333. {
  3334. if( sd )
  3335. clif_skill_fail(sd,skillid,0,0);
  3336. map_freeblock_unlock();
  3337. return 1;
  3338. }
  3339. i = 0;
  3340. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  3341. if( sd )
  3342. { // Player Devoting Player
  3343. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  3344. if( i == count )
  3345. {
  3346. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  3347. if( i == count )
  3348. { // No free slots, skill Fail
  3349. clif_skill_fail(sd, skillid, 0, 0);
  3350. map_freeblock_unlock();
  3351. return 1;
  3352. }
  3353. }
  3354. sd->devotion[i] = bl->id;
  3355. }
  3356. else
  3357. mer->devotion_flag = 1; // Mercenary Devoting Owner
  3358. clif_skill_nodamage(src, bl, skillid, skilllv,
  3359. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000));
  3360. clif_devotion(src, NULL);
  3361. }
  3362. break;
  3363. case MO_CALLSPIRITS:
  3364. if(sd) {
  3365. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3366. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3367. }
  3368. break;
  3369. case CH_SOULCOLLECT:
  3370. if(sd) {
  3371. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3372. for (i = 0; i < 5; i++)
  3373. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3374. }
  3375. break;
  3376. case MO_KITRANSLATION:
  3377. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3378. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3379. }
  3380. break;
  3381. case TK_TURNKICK:
  3382. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3383. if (skill_area_temp[1] != bl->id) {
  3384. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3385. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  3386. }
  3387. break;
  3388. case MO_ABSORBSPIRITS:
  3389. i = 0;
  3390. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3391. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3392. i = dstsd->spiritball * 7;
  3393. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3394. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3395. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3396. i = 2 * dstmd->level;
  3397. mob_target(dstmd,src,0);
  3398. }
  3399. if (i) status_heal(src, 0, i, 3);
  3400. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3401. break;
  3402. case AC_MAKINGARROW:
  3403. if(sd) {
  3404. clif_arrow_create_list(sd);
  3405. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3406. }
  3407. break;
  3408. case AM_PHARMACY:
  3409. if(sd) {
  3410. clif_skill_produce_mix_list(sd,22);
  3411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3412. }
  3413. break;
  3414. case SA_CREATECON:
  3415. if(sd) {
  3416. clif_skill_produce_mix_list(sd,23);
  3417. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3418. }
  3419. break;
  3420. case BS_HAMMERFALL:
  3421. clif_skill_nodamage(src,bl,skillid,skilllv,
  3422. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3423. break;
  3424. case RG_RAID:
  3425. skill_area_temp[1] = 0;
  3426. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3427. map_foreachinrange(skill_area_sub, bl,
  3428. skill_get_splash(skillid, skilllv), splash_target(src),
  3429. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3430. skill_castend_damage_id);
  3431. status_change_end(src, SC_HIDING, -1);
  3432. break;
  3433. case ASC_METEORASSAULT:
  3434. case GS_SPREADATTACK:
  3435. case NPC_EARTHQUAKE:
  3436. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3437. case NPC_HELLJUDGEMENT:
  3438. case NPC_PULSESTRIKE:
  3439. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3440. break;
  3441. case KN_BRANDISHSPEAR:
  3442. case ML_BRANDISH:
  3443. {
  3444. int c,n=4;
  3445. int dir = map_calc_dir(src,bl->x,bl->y);
  3446. struct square tc;
  3447. int x=bl->x,y=bl->y;
  3448. skill_brandishspear_first(&tc,dir,x,y);
  3449. skill_brandishspear_dir(&tc,dir,4);
  3450. skill_area_temp[1] = bl->id;
  3451. if(skilllv > 9){
  3452. for(c=1;c<4;c++){
  3453. map_foreachincell(skill_area_sub,
  3454. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3455. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3456. skill_castend_damage_id);
  3457. }
  3458. }
  3459. if(skilllv > 6){
  3460. skill_brandishspear_dir(&tc,dir,-1);
  3461. n--;
  3462. }else{
  3463. skill_brandishspear_dir(&tc,dir,-2);
  3464. n-=2;
  3465. }
  3466. if(skilllv > 3){
  3467. for(c=0;c<5;c++){
  3468. map_foreachincell(skill_area_sub,
  3469. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3470. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3471. skill_castend_damage_id);
  3472. if(skilllv > 6 && n==3 && c==4){
  3473. skill_brandishspear_dir(&tc,dir,-1);
  3474. n--;c=-1;
  3475. }
  3476. }
  3477. }
  3478. for(c=0;c<10;c++){
  3479. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3480. map_foreachincell(skill_area_sub,
  3481. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3482. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3483. skill_castend_damage_id);
  3484. }
  3485. }
  3486. break;
  3487. case WZ_SIGHTRASHER:
  3488. //Passive side of the attack.
  3489. status_change_end(src,SC_SIGHT,-1);
  3490. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3491. map_foreachinrange(skill_area_sub,src,
  3492. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  3493. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3494. skill_castend_damage_id);
  3495. break;
  3496. case NJ_HYOUSYOURAKU:
  3497. case NJ_RAIGEKISAI:
  3498. case WZ_FROSTNOVA:
  3499. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3500. skill_area_temp[1] = 0;
  3501. map_foreachinrange(skill_attack_area, src,
  3502. skill_get_splash(skillid, skilllv), splash_target(src),
  3503. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3504. break;
  3505. case HVAN_EXPLOSION: //[orn]
  3506. case NPC_SELFDESTRUCTION:
  3507. //Self Destruction hits everyone in range (allies+enemies)
  3508. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3509. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3510. BCT_ENEMY:BCT_ALL;
  3511. clif_skill_nodamage(src, src, skillid, -1, 1);
  3512. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3513. map_foreachinrange(skill_area_sub, bl,
  3514. skill_get_splash(skillid, skilllv), splash_target(src),
  3515. src, skillid, skilllv, tick, flag|i,
  3516. skill_castend_damage_id);
  3517. map_addblock(src);
  3518. status_damage(src, src, sstatus->max_hp,0,0,1);
  3519. break;
  3520. case AL_ANGELUS:
  3521. case PR_MAGNIFICAT:
  3522. case PR_GLORIA:
  3523. case SN_WINDWALK:
  3524. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  3525. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3526. else if( sd )
  3527. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3528. break;
  3529. case MER_MAGNIFICAT:
  3530. if( mer != NULL )
  3531. {
  3532. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3533. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  3534. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3535. else if( mer->master && !(flag&1) )
  3536. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3537. }
  3538. break;
  3539. case BS_ADRENALINE:
  3540. case BS_ADRENALINE2:
  3541. case BS_WEAPONPERFECT:
  3542. case BS_OVERTHRUST:
  3543. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3544. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3545. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3546. } else if (sd) {
  3547. party_foreachsamemap(skill_area_sub,
  3548. sd,skill_get_splash(skillid, skilllv),
  3549. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3550. skill_castend_nodamage_id);
  3551. }
  3552. break;
  3553. case BS_MAXIMIZE:
  3554. case NV_TRICKDEAD:
  3555. case CR_DEFENDER:
  3556. case ML_DEFENDER:
  3557. case CR_AUTOGUARD:
  3558. case ML_AUTOGUARD:
  3559. case TK_READYSTORM:
  3560. case TK_READYDOWN:
  3561. case TK_READYTURN:
  3562. case TK_READYCOUNTER:
  3563. case TK_DODGE:
  3564. case CR_SHRINK:
  3565. case ST_PRESERVE:
  3566. case SG_FUSION:
  3567. case GS_GATLINGFEVER:
  3568. if( tsce )
  3569. i = status_change_end(bl, type, -1);
  3570. else
  3571. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3572. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3573. break;
  3574. case SL_KAITE:
  3575. case SL_KAAHI:
  3576. case SL_KAIZEL:
  3577. case SL_KAUPE:
  3578. if (sd) {
  3579. if (!dstsd || !(
  3580. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3581. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3582. dstsd->status.char_id == sd->status.char_id ||
  3583. dstsd->status.char_id == sd->status.partner_id ||
  3584. dstsd->status.char_id == sd->status.child
  3585. )) {
  3586. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3587. clif_skill_fail(sd,skillid,0,0);
  3588. break;
  3589. }
  3590. }
  3591. clif_skill_nodamage(src,bl,skillid,skilllv,
  3592. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3593. break;
  3594. case SM_AUTOBERSERK:
  3595. case MER_AUTOBERSERK:
  3596. if( tsce )
  3597. i = status_change_end(bl, type, -1);
  3598. else
  3599. i = sc_start(bl,type,100,skilllv,60000);
  3600. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3601. break;
  3602. case TF_HIDING:
  3603. case ST_CHASEWALK:
  3604. if (tsce)
  3605. i = status_change_end(bl, type, -1);
  3606. else
  3607. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3608. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3609. break;
  3610. case TK_RUN:
  3611. if (tsce)
  3612. clif_skill_nodamage(src,bl,skillid,skilllv,
  3613. status_change_end(bl, type, -1));
  3614. else {
  3615. clif_skill_nodamage(src,bl,skillid,skilllv,
  3616. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3617. // If the client receives a skill-use packet inmediately before
  3618. // a walkok packet, it will discard the walk packet! [Skotlex]
  3619. // So aegis has to resend the walk ok.
  3620. if (sd) clif_walkok(sd);
  3621. }
  3622. break;
  3623. case AS_CLOAKING:
  3624. if( !tsce )
  3625. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3626. else
  3627. i = status_change_end(bl, type, -1);
  3628. if( i )
  3629. clif_skill_nodamage(src,bl,skillid,-1,i);
  3630. else
  3631. if( sd ) clif_skill_fail(sd,skillid,0,0);
  3632. break;
  3633. case BD_ADAPTATION:
  3634. if(tsc && tsc->data[SC_DANCING]){
  3635. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3636. skill_stop_dancing(bl);
  3637. }
  3638. break;
  3639. case BA_FROSTJOKER:
  3640. case DC_SCREAM:
  3641. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3642. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3643. if (md) {
  3644. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3645. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3646. char temp[70];
  3647. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3648. clif_message(&md->bl,temp);
  3649. }
  3650. break;
  3651. case BA_PANGVOICE:
  3652. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3653. break;
  3654. case DC_WINKCHARM:
  3655. if( dstsd )
  3656. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3657. else
  3658. if( dstmd )
  3659. {
  3660. if( status_get_lv(src) > status_get_lv(bl)
  3661. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3662. && !(tstatus->mode&MD_BOSS) )
  3663. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3664. else
  3665. {
  3666. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3667. if(sd) clif_skill_fail(sd,skillid,0,0);
  3668. }
  3669. }
  3670. break;
  3671. case TF_STEAL:
  3672. if(sd) {
  3673. if(pc_steal_item(sd,bl,skilllv))
  3674. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3675. else
  3676. clif_skill_fail(sd,skillid,0x0a,0);
  3677. }
  3678. break;
  3679. case RG_STEALCOIN:
  3680. if(sd) {
  3681. if(pc_steal_coin(sd,bl))
  3682. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3683. else
  3684. clif_skill_fail(sd,skillid,0,0);
  3685. }
  3686. break;
  3687. case MG_STONECURSE:
  3688. {
  3689. if (tstatus->mode&MD_BOSS) {
  3690. if (sd) clif_skill_fail(sd,skillid,0,0);
  3691. break;
  3692. }
  3693. if(status_isimmune(bl) || !tsc)
  3694. break;
  3695. if (dstmd)
  3696. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3697. if (tsc->data[SC_STONE]) {
  3698. status_change_end(bl,SC_STONE,-1);
  3699. if (sd) clif_skill_fail(sd,skillid,0,0);
  3700. break;
  3701. }
  3702. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3703. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3704. skill_get_time2(skillid,skilllv)))
  3705. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3706. else if(sd) {
  3707. clif_skill_fail(sd,skillid,0,0);
  3708. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3709. if (skilllv > 5) break;
  3710. }
  3711. if (sd) {
  3712. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD)
  3713. break; //Do not delete the gemstone.
  3714. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3715. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3716. }
  3717. }
  3718. break;
  3719. case NV_FIRSTAID:
  3720. clif_skill_nodamage(src,bl,skillid,5,1);
  3721. status_heal(bl,5,0,0);
  3722. break;
  3723. case AL_CURE:
  3724. if(status_isimmune(bl)) {
  3725. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3726. break;
  3727. }
  3728. status_change_end(bl, SC_SILENCE , -1 );
  3729. status_change_end(bl, SC_BLIND , -1 );
  3730. status_change_end(bl, SC_CONFUSION, -1 );
  3731. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3732. break;
  3733. case TF_DETOXIFY:
  3734. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3735. status_change_end(bl, SC_POISON , -1 );
  3736. status_change_end(bl, SC_DPOISON , -1 );
  3737. break;
  3738. case PR_STRECOVERY:
  3739. if(status_isimmune(bl)) {
  3740. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3741. break;
  3742. }
  3743. if (tsc && tsc->opt1) {
  3744. status_change_end(bl, SC_FREEZE, -1 );
  3745. status_change_end(bl, SC_STONE, -1 );
  3746. status_change_end(bl, SC_SLEEP, -1 );
  3747. status_change_end(bl, SC_STUN, -1 );
  3748. }
  3749. //Is this equation really right? It looks so... special.
  3750. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3751. {
  3752. status_change_start(bl, SC_BLIND,
  3753. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3754. 1,0,0,0,
  3755. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3756. }
  3757. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3758. if(dstmd)
  3759. mob_unlocktarget(dstmd,tick);
  3760. break;
  3761. // Mercenary Supportive Skills
  3762. case MER_BENEDICTION:
  3763. status_change_end(bl, SC_CURSE, -1);
  3764. status_change_end(bl, SC_BLIND, -1);
  3765. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3766. break;
  3767. case MER_COMPRESS:
  3768. status_change_end(bl, SC_BLEEDING, -1);
  3769. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3770. break;
  3771. case MER_MENTALCURE:
  3772. status_change_end(bl, SC_CONFUSION, -1);
  3773. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3774. break;
  3775. case MER_RECUPERATE:
  3776. status_change_end(bl, SC_POISON, -1);
  3777. status_change_end(bl, SC_SILENCE, -1);
  3778. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3779. break;
  3780. case MER_REGAIN:
  3781. status_change_end(bl, SC_SLEEP, -1);
  3782. status_change_end(bl, SC_STUN, -1);
  3783. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3784. break;
  3785. case MER_TENDER:
  3786. status_change_end(bl, SC_FREEZE, -1);
  3787. status_change_end(bl, SC_STONE, -1);
  3788. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3789. break;
  3790. case MER_SCAPEGOAT:
  3791. if( mer && mer->master )
  3792. {
  3793. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  3794. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  3795. }
  3796. break;
  3797. case MER_ESTIMATION:
  3798. if( !mer )
  3799. break;
  3800. sd = mer->master;
  3801. case WZ_ESTIMATION:
  3802. if( sd == NULL )
  3803. break;
  3804. if( dstsd )
  3805. { // Fail on Players
  3806. clif_skill_fail(sd,skillid,0,0);
  3807. break;
  3808. }
  3809. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  3810. break; // Cannot be Used on Emperium
  3811. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3812. clif_skill_estimation(sd, bl);
  3813. if( skillid == MER_ESTIMATION )
  3814. sd = NULL;
  3815. break;
  3816. case BS_REPAIRWEAPON:
  3817. if(sd && dstsd)
  3818. clif_item_repair_list(sd,dstsd);
  3819. break;
  3820. case MC_IDENTIFY:
  3821. if(sd)
  3822. clif_item_identify_list(sd);
  3823. break;
  3824. // Weapon Refining [Celest]
  3825. case WS_WEAPONREFINE:
  3826. if(sd)
  3827. clif_item_refine_list(sd);
  3828. break;
  3829. case MC_VENDING:
  3830. if(sd)
  3831. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3832. if ( !pc_can_give_items(pc_isGM(sd)) )
  3833. clif_skill_fail(sd,skillid,0,0);
  3834. else
  3835. clif_openvendingreq(sd,2+skilllv);
  3836. }
  3837. break;
  3838. case AL_TELEPORT:
  3839. if(sd)
  3840. {
  3841. if (map[bl->m].flag.noteleport) {
  3842. clif_skill_teleportmessage(sd,0);
  3843. break;
  3844. }
  3845. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3846. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3847. break;
  3848. }
  3849. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3850. if(skilllv == 1) {
  3851. // possibility to skip menu [LuzZza]
  3852. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  3853. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3854. else
  3855. pc_randomwarp(sd,3);
  3856. } else {
  3857. if (sd->skillitem != AL_TELEPORT)
  3858. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3859. else //Autocasted Teleport level 2??
  3860. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3861. }
  3862. } else
  3863. unit_warp(bl,-1,-1,-1,3);
  3864. break;
  3865. case NPC_EXPULSION:
  3866. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3867. unit_warp(bl,-1,-1,-1,3);
  3868. break;
  3869. case AL_HOLYWATER:
  3870. if(sd) {
  3871. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3872. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3873. else
  3874. clif_skill_fail(sd,skillid,0,0);
  3875. }
  3876. break;
  3877. case TF_PICKSTONE:
  3878. if(sd) {
  3879. int eflag;
  3880. struct item item_tmp;
  3881. struct block_list tbl;
  3882. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3883. memset(&item_tmp,0,sizeof(item_tmp));
  3884. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3885. item_tmp.nameid = ITEMID_STONE;
  3886. item_tmp.identify = 1;
  3887. tbl.id = 0;
  3888. clif_takeitem(&sd->bl,&tbl);
  3889. eflag = pc_additem(sd,&item_tmp,1);
  3890. if(eflag) {
  3891. clif_additem(sd,0,0,eflag);
  3892. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3893. }
  3894. }
  3895. break;
  3896. case ASC_CDP:
  3897. if(sd) {
  3898. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3899. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3900. }
  3901. break;
  3902. case RG_STRIPWEAPON:
  3903. case RG_STRIPSHIELD:
  3904. case RG_STRIPARMOR:
  3905. case RG_STRIPHELM:
  3906. case ST_FULLSTRIP:
  3907. {
  3908. unsigned short location = 0;
  3909. int d = 0;
  3910. //Rate in percent
  3911. if ( skillid == ST_FULLSTRIP ) {
  3912. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  3913. } else {
  3914. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  3915. }
  3916. if (i < 5) i = 5; //Minimum rate 5%
  3917. //Duration in ms
  3918. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  3919. if (d < 0) d = 0; //Minimum duration 0ms
  3920. switch (skillid) {
  3921. case RG_STRIPWEAPON:
  3922. location = EQP_WEAPON;
  3923. break;
  3924. case RG_STRIPSHIELD:
  3925. location = EQP_SHIELD;
  3926. break;
  3927. case RG_STRIPARMOR:
  3928. location = EQP_ARMOR;
  3929. break;
  3930. case RG_STRIPHELM:
  3931. location = EQP_HELM;
  3932. break;
  3933. case ST_FULLSTRIP:
  3934. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  3935. break;
  3936. }
  3937. //Attempts to strip at rate i and duration d
  3938. if (!clif_skill_nodamage(src,bl,skillid,skilllv,skill_strip_equip(bl, location, i, skilllv, d)) && sd)
  3939. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  3940. }
  3941. break;
  3942. case AM_BERSERKPITCHER:
  3943. case AM_POTIONPITCHER:
  3944. {
  3945. int i,x,hp = 0,sp = 0,bonus=100;
  3946. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  3947. {
  3948. map_freeblock_unlock();
  3949. return 1;
  3950. }
  3951. if( sd )
  3952. {
  3953. x = skilllv%11 - 1;
  3954. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3955. if( i < 0 || skill_db[skillid].itemid[x] <= 0 )
  3956. {
  3957. clif_skill_fail(sd,skillid,0,0);
  3958. map_freeblock_unlock();
  3959. return 1;
  3960. }
  3961. if( sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x] )
  3962. {
  3963. clif_skill_fail(sd,skillid,0,0);
  3964. map_freeblock_unlock();
  3965. return 1;
  3966. }
  3967. if( skillid == AM_BERSERKPITCHER )
  3968. {
  3969. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  3970. {
  3971. clif_skill_fail(sd,skillid,0,0);
  3972. map_freeblock_unlock();
  3973. return 1;
  3974. }
  3975. }
  3976. potion_flag = 1;
  3977. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  3978. potion_target = bl->id;
  3979. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  3980. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3981. potion_flag = potion_target = 0;
  3982. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  3983. bonus += sd->status.base_level;
  3984. if( potion_per_hp > 0 || potion_per_sp > 0 )
  3985. {
  3986. hp = tstatus->max_hp * potion_per_hp / 100;
  3987. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3988. if( dstsd )
  3989. {
  3990. sp = dstsd->status.max_sp * potion_per_sp / 100;
  3991. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3992. }
  3993. }
  3994. else
  3995. {
  3996. if( potion_hp > 0 )
  3997. {
  3998. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3999. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4000. if( dstsd )
  4001. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4002. }
  4003. if( potion_sp > 0 )
  4004. {
  4005. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4006. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4007. if( dstsd )
  4008. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4009. }
  4010. }
  4011. if (sd->itemgrouphealrate[IG_POTION]>0)
  4012. {
  4013. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  4014. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  4015. }
  4016. if( (i = pc_skillheal_bonus(sd, skillid)) )
  4017. {
  4018. hp += hp * i / 100;
  4019. sp += sp * i / 100;
  4020. }
  4021. }
  4022. else
  4023. {
  4024. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4025. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4026. if( dstsd )
  4027. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4028. }
  4029. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  4030. {
  4031. hp += hp * i / 100;
  4032. sp += sp * i / 100;
  4033. }
  4034. if( tsc && tsc->data[SC_CRITICALWOUND] )
  4035. {
  4036. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4037. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4038. }
  4039. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4040. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  4041. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4042. if( sp > 0 )
  4043. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4044. status_heal(bl,hp,sp,0);
  4045. }
  4046. break;
  4047. case AM_CP_WEAPON:
  4048. case AM_CP_SHIELD:
  4049. case AM_CP_ARMOR:
  4050. case AM_CP_HELM:
  4051. {
  4052. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  4053. if(tsc && tsc->data[scid])
  4054. status_change_end(bl, scid, -1 );
  4055. clif_skill_nodamage(src,bl,skillid,skilllv,
  4056. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4057. }
  4058. break;
  4059. case AM_TWILIGHT1:
  4060. if (sd) {
  4061. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4062. //Prepare 200 White Potions.
  4063. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4064. clif_skill_fail(sd,skillid,0,0);
  4065. }
  4066. break;
  4067. case AM_TWILIGHT2:
  4068. if (sd) {
  4069. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4070. //Prepare 200 Slim White Potions.
  4071. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4072. clif_skill_fail(sd,skillid,0,0);
  4073. }
  4074. break;
  4075. case AM_TWILIGHT3:
  4076. if (sd) {
  4077. //check if you can produce all three, if not, then fail:
  4078. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4079. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4080. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4081. ) {
  4082. clif_skill_fail(sd,skillid,0,0);
  4083. break;
  4084. }
  4085. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4086. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4087. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4088. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4089. }
  4090. break;
  4091. case SA_DISPELL:
  4092. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4093. {
  4094. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4095. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  4096. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  4097. || rand()%100 >= 50+10*skilllv)
  4098. {
  4099. if (sd)
  4100. clif_skill_fail(sd,skillid,0,0);
  4101. break;
  4102. }
  4103. if(status_isimmune(bl) || !tsc || !tsc->count)
  4104. break;
  4105. for(i=0;i<SC_MAX;i++)
  4106. {
  4107. if (!tsc->data[i])
  4108. continue;
  4109. switch (i) {
  4110. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4111. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4112. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4113. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4114. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4115. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4116. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4117. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4118. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4119. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4120. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4121. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4122. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4123. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  4124. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  4125. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  4126. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  4127. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  4128. continue;
  4129. case SC_ASSUMPTIO:
  4130. if( bl->type == BL_MOB )
  4131. continue;
  4132. break;
  4133. }
  4134. 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.
  4135. status_change_end(bl,(sc_type)i,-1);
  4136. }
  4137. break;
  4138. }
  4139. //Affect all targets on splash area.
  4140. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4141. src, skillid, skilllv, tick, flag|1,
  4142. skill_castend_damage_id);
  4143. break;
  4144. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4145. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4146. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4147. break;
  4148. case TK_HIGHJUMP:
  4149. {
  4150. int x,y, dir = unit_getdir(src);
  4151. //Fails on noteleport maps, except for vs maps [Skotlex]
  4152. if(map[src->m].flag.noteleport &&
  4153. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  4154. ) {
  4155. x = src->x;
  4156. y = src->y;
  4157. } else {
  4158. x = src->x + dirx[dir]*skilllv*2;
  4159. y = src->y + diry[dir]*skilllv*2;
  4160. }
  4161. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4162. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  4163. clif_slide(src,x,y);
  4164. unit_movepos(src, x, y, 1, 0);
  4165. }
  4166. }
  4167. break;
  4168. case SA_CASTCANCEL:
  4169. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4170. unit_skillcastcancel(src,1);
  4171. if(sd) {
  4172. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4173. sp = sp * (90 - (skilllv-1)*20) / 100;
  4174. if(sp < 0) sp = 0;
  4175. status_zap(src, 0, sp);
  4176. }
  4177. break;
  4178. case SA_SPELLBREAKER:
  4179. {
  4180. int sp;
  4181. if(tsc && tsc->data[SC_MAGICROD]) {
  4182. sp = skill_get_sp(skillid,skilllv);
  4183. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  4184. if(sp < 1) sp = 1;
  4185. status_heal(bl,0,sp,2);
  4186. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  4187. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  4188. } else {
  4189. struct unit_data *ud = unit_bl2ud(bl);
  4190. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4191. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4192. bl_skillid = ud->skillid;
  4193. bl_skilllv = ud->skilllv;
  4194. if (tstatus->mode & MD_BOSS)
  4195. { //Only 10% success chance against bosses. [Skotlex]
  4196. if (rand()%100 < 90)
  4197. {
  4198. if (sd) clif_skill_fail(sd,skillid,0,0);
  4199. break;
  4200. }
  4201. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4202. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4203. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4204. unit_skillcastcancel(bl,0);
  4205. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4206. status_zap(bl, hp, sp);
  4207. if (hp && skilllv >= 5)
  4208. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4209. else
  4210. hp = 0;
  4211. if (sp) //Recover some of the SP used
  4212. sp = sp*(25*(skilllv-1))/100;
  4213. if(hp || sp)
  4214. status_heal(src, hp, sp, 2);
  4215. }
  4216. }
  4217. break;
  4218. case SA_MAGICROD:
  4219. //It activates silently, no use animation.
  4220. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4221. break;
  4222. case SA_AUTOSPELL:
  4223. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4224. if(sd)
  4225. clif_autospell(sd,skilllv);
  4226. else {
  4227. int maxlv=1,spellid=0;
  4228. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4229. if(skilllv >= 10) {
  4230. spellid = MG_FROSTDIVER;
  4231. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  4232. // maxlv = 10;
  4233. // else
  4234. maxlv = skilllv - 9;
  4235. }
  4236. else if(skilllv >=8) {
  4237. spellid = MG_FIREBALL;
  4238. maxlv = skilllv - 7;
  4239. }
  4240. else if(skilllv >=5) {
  4241. spellid = MG_SOULSTRIKE;
  4242. maxlv = skilllv - 4;
  4243. }
  4244. else if(skilllv >=2) {
  4245. int i = rand()%3;
  4246. spellid = spellarray[i];
  4247. maxlv = skilllv - 1;
  4248. }
  4249. else if(skilllv > 0) {
  4250. spellid = MG_NAPALMBEAT;
  4251. maxlv = 3;
  4252. }
  4253. if(spellid > 0)
  4254. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4255. skill_get_time(SA_AUTOSPELL,skilllv));
  4256. }
  4257. break;
  4258. case BS_GREED:
  4259. if(sd){
  4260. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4261. map_foreachinrange(skill_greed,bl,
  4262. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4263. }
  4264. break;
  4265. case SA_ELEMENTWATER:
  4266. case SA_ELEMENTFIRE:
  4267. case SA_ELEMENTGROUND:
  4268. case SA_ELEMENTWIND:
  4269. if(sd && !dstmd) //Only works on monsters.
  4270. break;
  4271. if(tstatus->mode&MD_BOSS)
  4272. break;
  4273. case NPC_ATTRICHANGE:
  4274. case NPC_CHANGEWATER:
  4275. case NPC_CHANGEGROUND:
  4276. case NPC_CHANGEFIRE:
  4277. case NPC_CHANGEWIND:
  4278. case NPC_CHANGEPOISON:
  4279. case NPC_CHANGEHOLY:
  4280. case NPC_CHANGEDARKNESS:
  4281. case NPC_CHANGETELEKINESIS:
  4282. clif_skill_nodamage(src,bl,skillid,skilllv,
  4283. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4284. skill_get_time(skillid, skilllv)));
  4285. break;
  4286. case NPC_CHANGEUNDEAD:
  4287. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  4288. //TO-DO This is ugly, fix it
  4289. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  4290. clif_skill_nodamage(src,bl,skillid,skilllv,
  4291. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4292. skill_get_time(skillid, skilllv)));
  4293. break;
  4294. case NPC_PROVOCATION:
  4295. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4296. if (md) mob_unlocktarget(md, tick);
  4297. break;
  4298. case NPC_KEEPING:
  4299. case NPC_BARRIER:
  4300. {
  4301. int skill_time = skill_get_time(skillid,skilllv);
  4302. struct unit_data *ud = unit_bl2ud(bl);
  4303. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4304. sc_start(bl,type,100,skilllv,skill_time))
  4305. && ud) { //Disable attacking/acting/moving for skill's duration.
  4306. ud->attackabletime =
  4307. ud->canact_tick =
  4308. ud->canmove_tick = tick + skill_time;
  4309. }
  4310. }
  4311. break;
  4312. case NPC_REBIRTH:
  4313. if( md && md->state.rebirth )
  4314. break; // only works once
  4315. sc_start(bl,type,100,skilllv,-1);
  4316. break;
  4317. case NPC_DARKBLESSING:
  4318. clif_skill_nodamage(src,bl,skillid,skilllv,
  4319. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4320. break;
  4321. case NPC_LICK:
  4322. status_zap(bl, 0, 100);
  4323. clif_skill_nodamage(src,bl,skillid,skilllv,
  4324. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4325. break;
  4326. case NPC_SUICIDE:
  4327. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4328. status_kill(src); //When suiciding, neither exp nor drops is given.
  4329. break;
  4330. case NPC_SUMMONSLAVE:
  4331. case NPC_SUMMONMONSTER:
  4332. if(md && md->skillidx >= 0)
  4333. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4334. break;
  4335. case NPC_CALLSLAVE:
  4336. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4337. break;
  4338. case NPC_RANDOMMOVE:
  4339. if (md) {
  4340. md->next_walktime = tick - 1;
  4341. mob_randomwalk(md,tick);
  4342. }
  4343. break;
  4344. case NPC_SPEEDUP:
  4345. {
  4346. // or does it increase casting rate? just a guess xD
  4347. int i = SC_ASPDPOTION0 + skilllv - 1;
  4348. if (i > SC_ASPDPOTION3)
  4349. i = SC_ASPDPOTION3;
  4350. clif_skill_nodamage(src,bl,skillid,skilllv,
  4351. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  4352. }
  4353. break;
  4354. case NPC_REVENGE:
  4355. // not really needed... but adding here anyway ^^
  4356. if (md && md->master_id > 0) {
  4357. struct block_list *mbl, *tbl;
  4358. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4359. (tbl = battle_gettargeted(mbl)) == NULL)
  4360. break;
  4361. md->state.provoke_flag = tbl->id;
  4362. mob_target(md, tbl, sstatus->rhw.range);
  4363. }
  4364. break;
  4365. case NPC_RUN:
  4366. {
  4367. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4368. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4369. unit_stop_attack(src);
  4370. //Run skillv tiles overriding the can-move check.
  4371. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4372. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4373. }
  4374. break;
  4375. case NPC_TRANSFORMATION:
  4376. case NPC_METAMORPHOSIS:
  4377. if(md && md->skillidx >= 0) {
  4378. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4379. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4380. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4381. if (class_) mob_class_change(md, class_);
  4382. }
  4383. break;
  4384. case NPC_EMOTION_ON:
  4385. case NPC_EMOTION:
  4386. //va[0] is the emotion to use.
  4387. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4388. //val[1] 'sets' the mode
  4389. //val[2] adds to the current mode
  4390. //val[3] removes from the current mode
  4391. //val[4] if set, asks to delete the previous mode change.
  4392. if(md && md->skillidx >= 0 && tsc)
  4393. {
  4394. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4395. if(md->db->skill[md->skillidx].val[4] && tsce)
  4396. status_change_end(bl, type, -1);
  4397. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4398. sc_start4(src, type, 100, skilllv,
  4399. md->db->skill[md->skillidx].val[1],
  4400. md->db->skill[md->skillidx].val[2],
  4401. md->db->skill[md->skillidx].val[3],
  4402. skill_get_time(skillid, skilllv));
  4403. }
  4404. break;
  4405. case NPC_POWERUP:
  4406. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4407. clif_skill_nodamage(src,bl,skillid,skilllv,
  4408. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4409. break;
  4410. case NPC_AGIUP:
  4411. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4412. clif_skill_nodamage(src,bl,skillid,skilllv,
  4413. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4414. break;
  4415. case NPC_INVISIBLE:
  4416. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4417. clif_skill_nodamage(src,bl,skillid,skilllv,
  4418. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4419. break;
  4420. case NPC_SIEGEMODE:
  4421. // not sure what it does
  4422. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4423. break;
  4424. case WE_MALE:
  4425. {
  4426. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4427. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4428. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4429. }
  4430. break;
  4431. case WE_FEMALE:
  4432. {
  4433. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4434. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4435. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4436. }
  4437. break;
  4438. // parent-baby skills
  4439. case WE_BABY:
  4440. if(sd){
  4441. struct map_session_data *f_sd = pc_get_father(sd);
  4442. struct map_session_data *m_sd = pc_get_mother(sd);
  4443. // if neither was found
  4444. if(!f_sd && !m_sd){
  4445. clif_skill_fail(sd,skillid,0,0);
  4446. map_freeblock_unlock();
  4447. return 0;
  4448. }
  4449. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4450. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4451. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4452. }
  4453. break;
  4454. case PF_HPCONVERSION:
  4455. {
  4456. int hp, sp;
  4457. hp = sstatus->max_hp/10;
  4458. sp = hp * 10 * skilllv / 100;
  4459. if (!status_charge(src,hp,0)) {
  4460. if (sd) clif_skill_fail(sd,skillid,0,0);
  4461. break;
  4462. }
  4463. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4464. status_heal(bl,0,sp,2);
  4465. }
  4466. break;
  4467. case MA_REMOVETRAP:
  4468. case HT_REMOVETRAP:
  4469. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4470. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4471. {
  4472. struct skill_unit* su;
  4473. struct skill_unit_group* sg;
  4474. su = BL_CAST(BL_SKILL, bl);
  4475. // Mercenaries can remove any trap
  4476. // Players can only remove their own traps or traps on Vs maps.
  4477. 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) )
  4478. {
  4479. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4480. { // prevent picking up expired traps
  4481. if( battle_config.skill_removetrap_type )
  4482. { // get back all items used to deploy the trap
  4483. for( i = 0; i < 10; i++ )
  4484. {
  4485. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  4486. {
  4487. int flag;
  4488. struct item item_tmp;
  4489. memset(&item_tmp,0,sizeof(item_tmp));
  4490. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4491. item_tmp.identify = 1;
  4492. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  4493. {
  4494. clif_additem(sd,0,0,flag);
  4495. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4496. }
  4497. }
  4498. }
  4499. }
  4500. else
  4501. { // get back 1 trap
  4502. struct item item_tmp;
  4503. memset(&item_tmp,0,sizeof(item_tmp));
  4504. item_tmp.nameid = ITEMID_TRAP;
  4505. item_tmp.identify = 1;
  4506. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  4507. {
  4508. clif_additem(sd,0,0,flag);
  4509. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4510. }
  4511. }
  4512. }
  4513. skill_delunit(su);
  4514. }
  4515. }
  4516. break;
  4517. case HT_SPRINGTRAP:
  4518. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4519. {
  4520. struct skill_unit *su=NULL;
  4521. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4522. switch(su->group->unit_id){
  4523. case UNT_ANKLESNARE: // ankle snare
  4524. if (su->group->val2 != 0)
  4525. // if it is already trapping something don't spring it,
  4526. // remove trap should be used instead
  4527. break;
  4528. // otherwise fallthrough to below
  4529. case UNT_BLASTMINE:
  4530. case UNT_SKIDTRAP:
  4531. case UNT_LANDMINE:
  4532. case UNT_SHOCKWAVE:
  4533. case UNT_SANDMAN:
  4534. case UNT_FLASHER:
  4535. case UNT_FREEZINGTRAP:
  4536. case UNT_CLAYMORETRAP:
  4537. case UNT_TALKIEBOX:
  4538. su->group->unit_id = UNT_USED_TRAPS;
  4539. clif_changetraplook(bl, UNT_USED_TRAPS);
  4540. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4541. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4542. }
  4543. }
  4544. }
  4545. break;
  4546. case BD_ENCORE:
  4547. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4548. if(sd)
  4549. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4550. break;
  4551. case AS_SPLASHER:
  4552. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4553. if (sd) clif_skill_fail(sd,skillid,0,0);
  4554. map_freeblock_unlock();
  4555. return 1;
  4556. }
  4557. clif_skill_nodamage(src,bl,skillid,skilllv,
  4558. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4559. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4560. break;
  4561. case PF_MINDBREAKER:
  4562. {
  4563. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4564. {
  4565. map_freeblock_unlock();
  4566. return 1;
  4567. }
  4568. if (tsce)
  4569. { //HelloKitty2 (?) explained that this silently fails when target is
  4570. //already inflicted. [Skotlex]
  4571. map_freeblock_unlock();
  4572. return 1;
  4573. }
  4574. //Has a 55% + skilllv*5% success chance.
  4575. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4576. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4577. {
  4578. if (sd) clif_skill_fail(sd,skillid,0,0);
  4579. map_freeblock_unlock();
  4580. return 0;
  4581. }
  4582. unit_skillcastcancel(bl,0);
  4583. if(tsc && tsc->count){
  4584. if(tsc->data[SC_FREEZE])
  4585. status_change_end(bl,SC_FREEZE,-1);
  4586. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4587. status_change_end(bl,SC_STONE,-1);
  4588. if(tsc->data[SC_SLEEP])
  4589. status_change_end(bl,SC_SLEEP,-1);
  4590. }
  4591. if(dstmd)
  4592. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4593. }
  4594. break;
  4595. case PF_SOULCHANGE:
  4596. {
  4597. unsigned int sp1 = 0, sp2 = 0;
  4598. if (dstmd) {
  4599. if (dstmd->state.soul_change_flag) {
  4600. if(sd) clif_skill_fail(sd,skillid,0,0);
  4601. break;
  4602. }
  4603. dstmd->state.soul_change_flag = 1;
  4604. sp2 = sstatus->max_sp * 3 /100;
  4605. status_heal(src, 0, sp2, 2);
  4606. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4607. break;
  4608. }
  4609. sp1 = sstatus->sp;
  4610. sp2 = tstatus->sp;
  4611. status_set_sp(src, sp2, 3);
  4612. status_set_sp(bl, sp1, 3);
  4613. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4614. }
  4615. break;
  4616. // Slim Pitcher
  4617. case CR_SLIMPITCHER:
  4618. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4619. break;
  4620. if (potion_hp || potion_sp) {
  4621. int hp = potion_hp, sp = potion_sp;
  4622. hp = hp * (100 + (tstatus->vit<<1))/100;
  4623. sp = sp * (100 + (tstatus->int_<<1))/100;
  4624. if (dstsd) {
  4625. if (hp)
  4626. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4627. if (sp)
  4628. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4629. }
  4630. if (tsc && tsc->data[SC_CRITICALWOUND])
  4631. {
  4632. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4633. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4634. }
  4635. if(hp > 0)
  4636. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4637. if(sp > 0)
  4638. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4639. status_heal(bl,hp,sp,0);
  4640. }
  4641. break;
  4642. // Full Chemical Protection
  4643. case CR_FULLPROTECTION:
  4644. {
  4645. int i, skilltime;
  4646. skilltime = skill_get_time(skillid,skilllv);
  4647. if (!tsc) {
  4648. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4649. break;
  4650. }
  4651. for (i=0; i<4; i++) {
  4652. if(tsc->data[SC_STRIPWEAPON + i])
  4653. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
  4654. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  4655. }
  4656. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4657. }
  4658. break;
  4659. case RG_CLEANER: //AppleGirl
  4660. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4661. break;
  4662. case CG_LONGINGFREEDOM:
  4663. {
  4664. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4665. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4666. {
  4667. clif_skill_nodamage(src,bl,skillid,skilllv,
  4668. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4669. }
  4670. }
  4671. break;
  4672. case CG_TAROTCARD:
  4673. {
  4674. int eff, count = -1;
  4675. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  4676. {
  4677. if( sd )
  4678. clif_skill_fail(sd,skillid,0,0);
  4679. map_freeblock_unlock();
  4680. return 0;
  4681. }
  4682. do {
  4683. eff = rand() % 14;
  4684. clif_specialeffect(bl, 523 + eff, AREA);
  4685. switch (eff)
  4686. {
  4687. case 0: // heals SP to 0
  4688. status_percent_damage(src, bl, 0, 100, false);
  4689. break;
  4690. case 1: // matk halved
  4691. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4692. break;
  4693. case 2: // all buffs removed
  4694. status_change_clear_buffs(bl,1);
  4695. break;
  4696. case 3: // 1000 damage, random armor destroyed
  4697. {
  4698. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4699. status_fix_damage(src, bl, 1000, 0);
  4700. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4701. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4702. }
  4703. break;
  4704. case 4: // atk halved
  4705. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4706. break;
  4707. case 5: // 2000HP heal, random teleported
  4708. status_heal(src, 2000, 0, 0);
  4709. unit_warp(src, -1,-1,-1, 3);
  4710. break;
  4711. case 6: // random 2 other effects
  4712. if (count == -1)
  4713. count = 3;
  4714. else
  4715. count++; //Should not retrigger this one.
  4716. break;
  4717. case 7: // stop freeze or stoned
  4718. {
  4719. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4720. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4721. }
  4722. break;
  4723. case 8: // curse coma and poison
  4724. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4725. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4726. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4727. break;
  4728. case 9: // confusion
  4729. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4730. break;
  4731. case 10: // 6666 damage, atk matk halved, cursed
  4732. status_fix_damage(src, bl, 6666, 0);
  4733. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4734. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4735. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4736. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4737. break;
  4738. case 11: // 4444 damage
  4739. status_fix_damage(src, bl, 4444, 0);
  4740. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4741. break;
  4742. case 12: // stun
  4743. sc_start(bl,SC_STUN,100,skilllv,5000);
  4744. break;
  4745. case 13: // atk,matk,hit,flee,def reduced
  4746. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4747. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4748. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4749. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4750. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4751. break;
  4752. default:
  4753. break;
  4754. }
  4755. } while ((--count) > 0);
  4756. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4757. }
  4758. break;
  4759. case SL_ALCHEMIST:
  4760. case SL_ASSASIN:
  4761. case SL_BARDDANCER:
  4762. case SL_BLACKSMITH:
  4763. case SL_CRUSADER:
  4764. case SL_HUNTER:
  4765. case SL_KNIGHT:
  4766. case SL_MONK:
  4767. case SL_PRIEST:
  4768. case SL_ROGUE:
  4769. case SL_SAGE:
  4770. case SL_SOULLINKER:
  4771. case SL_STAR:
  4772. case SL_SUPERNOVICE:
  4773. case SL_WIZARD:
  4774. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  4775. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4776. clif_skill_fail(sd,skillid,0,0);
  4777. break;
  4778. }
  4779. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4780. { //Erase death count 1% of the casts
  4781. dstsd->die_counter = 0;
  4782. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4783. clif_misceffect2(bl, 0x152);
  4784. //SC_SPIRIT invokes status_calc_pc for us.
  4785. }
  4786. clif_skill_nodamage(src,bl,skillid,skilllv,
  4787. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4788. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4789. break;
  4790. case SL_HIGH:
  4791. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4792. clif_skill_fail(sd,skillid,0,0);
  4793. break;
  4794. }
  4795. clif_skill_nodamage(src,bl,skillid,skilllv,
  4796. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4797. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4798. break;
  4799. case SL_SWOO:
  4800. if (tsce) {
  4801. sc_start(src,SC_STUN,100,skilllv,10000);
  4802. break;
  4803. }
  4804. case SL_SKA: // [marquis007]
  4805. case SL_SKE:
  4806. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4807. clif_skill_fail(sd,skillid,0,0);
  4808. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4809. break;
  4810. }
  4811. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4812. if (skillid == SL_SKE)
  4813. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4814. break;
  4815. // New guild skills [Celest]
  4816. case GD_BATTLEORDER:
  4817. if(flag&1) {
  4818. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4819. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4820. } else if (status_get_guild_id(src)) {
  4821. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4822. map_foreachinrange(skill_area_sub, src,
  4823. skill_get_splash(skillid, skilllv), BL_PC,
  4824. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4825. skill_castend_nodamage_id);
  4826. if (sd)
  4827. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4828. }
  4829. break;
  4830. case GD_REGENERATION:
  4831. if(flag&1) {
  4832. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4833. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4834. } else if (status_get_guild_id(src)) {
  4835. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4836. map_foreachinrange(skill_area_sub, src,
  4837. skill_get_splash(skillid, skilllv), BL_PC,
  4838. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4839. skill_castend_nodamage_id);
  4840. if (sd)
  4841. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4842. }
  4843. break;
  4844. case GD_RESTORE:
  4845. if(flag&1) {
  4846. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4847. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4848. } else if (status_get_guild_id(src)) {
  4849. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4850. map_foreachinrange(skill_area_sub, src,
  4851. skill_get_splash(skillid, skilllv), BL_PC,
  4852. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4853. skill_castend_nodamage_id);
  4854. if (sd)
  4855. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4856. }
  4857. break;
  4858. case GD_EMERGENCYCALL:
  4859. {
  4860. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4861. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4862. int j = 0;
  4863. struct guild *g = NULL;
  4864. // i don't know if it actually summons in a circle, but oh well. ;P
  4865. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4866. if (!g)
  4867. break;
  4868. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4869. for(i = 0; i < g->max_member; i++, j++) {
  4870. if (j>8) j=0;
  4871. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  4872. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  4873. continue;
  4874. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4875. dx[j] = dy[j] = 0;
  4876. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4877. }
  4878. }
  4879. if (sd)
  4880. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4881. }
  4882. break;
  4883. case SG_FEEL:
  4884. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4885. if (sd) {
  4886. if(!sd->feel_map[skilllv-1].index)
  4887. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4888. else
  4889. clif_feel_info(sd, skilllv-1, 1);
  4890. }
  4891. break;
  4892. case SG_HATE:
  4893. if (sd) {
  4894. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4895. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4896. clif_skill_fail(sd,skillid,0,0);
  4897. }
  4898. break;
  4899. case GS_GLITTERING:
  4900. if(sd) {
  4901. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4902. if(rand()%100 < (20+10*skilllv))
  4903. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4904. else if(sd->spiritball > 0)
  4905. pc_delspiritball(sd,1,0);
  4906. }
  4907. break;
  4908. case GS_CRACKER:
  4909. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  4910. {
  4911. i =65 -5*distance_bl(src,bl); //Base rate
  4912. if (i < 30) i = 30;
  4913. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4914. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  4915. }
  4916. else if (sd)
  4917. clif_skill_fail(sd,skillid,0,0);
  4918. break;
  4919. case AM_CALLHOMUN: //[orn]
  4920. if (sd && !merc_call_homunculus(sd))
  4921. clif_skill_fail(sd,skillid,0,0);
  4922. break;
  4923. case AM_REST:
  4924. if (sd)
  4925. {
  4926. if (merc_hom_vaporize(sd,1))
  4927. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4928. else
  4929. clif_skill_fail(sd,skillid,0,0);
  4930. }
  4931. break;
  4932. case HAMI_CASTLE: //[orn]
  4933. if(rand()%100 < 20*skilllv && src != bl)
  4934. {
  4935. int x,y;
  4936. x = src->x;
  4937. y = src->y;
  4938. if (hd)
  4939. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4940. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  4941. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  4942. clif_slide(src,bl->x,bl->y) ;
  4943. if (unit_movepos(bl,x,y,0,0))
  4944. {
  4945. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  4946. clif_slide(bl,x,y) ;
  4947. }
  4948. //TODO: Shouldn't also players and the like switch targets?
  4949. map_foreachinrange(skill_chastle_mob_changetarget,src,
  4950. AREA_SIZE, BL_MOB, bl, src);
  4951. }
  4952. }
  4953. // Failed
  4954. else if (hd && hd->master)
  4955. clif_skill_fail(hd->master, skillid, 0, 0);
  4956. else if (sd)
  4957. clif_skill_fail(sd, skillid, 0, 0);
  4958. break;
  4959. case HVAN_CHAOTIC: //[orn]
  4960. {
  4961. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  4962. int rnd = rand()%100;
  4963. i = (skilllv-1)%5;
  4964. if(rnd<per[i][0]) //Self
  4965. bl = src;
  4966. else if(rnd<per[i][1]) //Master
  4967. bl = battle_get_master(src);
  4968. else //Enemy
  4969. bl = map_id2bl(battle_gettarget(src));
  4970. if (!bl) bl = src;
  4971. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  4972. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  4973. i += i * rnd / 100;
  4974. if (dstsd && (rnd = pc_skillheal2_bonus(dstsd, skillid)) > 0)
  4975. i += i * rnd / 100;
  4976. //Eh? why double skill packet?
  4977. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  4978. clif_skill_nodamage(src,bl,skillid,i,1);
  4979. status_heal(bl, i, 0, 0);
  4980. }
  4981. break;
  4982. //Homun single-target support skills [orn]
  4983. case HAMI_BLOODLUST:
  4984. case HFLI_FLEET:
  4985. case HFLI_SPEED:
  4986. case HLIF_CHANGE:
  4987. clif_skill_nodamage(src,bl,skillid,skilllv,
  4988. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4989. if (hd)
  4990. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4991. break;
  4992. case NPC_DRAGONFEAR:
  4993. if (flag&1) {
  4994. const enum sc_type sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  4995. i = rand()%ARRAYLENGTH(sc);
  4996. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  4997. break;
  4998. }
  4999. case NPC_WIDEBLEEDING:
  5000. case NPC_WIDECONFUSE:
  5001. case NPC_WIDECURSE:
  5002. case NPC_WIDEFREEZE:
  5003. case NPC_WIDESLEEP:
  5004. case NPC_WIDESILENCE:
  5005. case NPC_WIDESTONE:
  5006. case NPC_WIDESTUN:
  5007. case NPC_SLOWCAST:
  5008. if (flag&1)
  5009. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5010. else {
  5011. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5012. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5013. map_foreachinrange(skill_area_sub, bl,
  5014. skill_get_splash(skillid, skilllv),BL_CHAR,
  5015. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5016. skill_castend_nodamage_id);
  5017. }
  5018. break;
  5019. default:
  5020. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5021. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5022. map_freeblock_unlock();
  5023. return 1;
  5024. }
  5025. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5026. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  5027. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5028. }
  5029. if( sd && !(flag&1) )
  5030. {
  5031. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  5032. battle_consume_ammo(sd, skillid, skilllv);
  5033. if( !sd->state.skillonskill )
  5034. skill_onskillusage(sd, bl, skillid, tick);
  5035. }
  5036. map_freeblock_unlock();
  5037. return 0;
  5038. }
  5039. /*==========================================
  5040. *
  5041. *------------------------------------------*/
  5042. int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
  5043. {
  5044. struct block_list *target, *src;
  5045. struct map_session_data *sd;
  5046. struct mob_data *md;
  5047. struct unit_data *ud;
  5048. struct status_change *sc = NULL;
  5049. int inf,inf2,flag = 0;
  5050. src = map_id2bl(id);
  5051. if( src == NULL )
  5052. {
  5053. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  5054. return 0;// not found
  5055. }
  5056. ud = unit_bl2ud(src);
  5057. if( ud == NULL )
  5058. {
  5059. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  5060. return 0;// ???
  5061. }
  5062. sd = BL_CAST(BL_PC, src);
  5063. md = BL_CAST(BL_MOB, src);
  5064. if( src->prev == NULL ) {
  5065. ud->skilltimer = INVALID_TIMER;
  5066. return 0;
  5067. }
  5068. if(ud->skillid != SA_CASTCANCEL )
  5069. {// otherwise handled in unit_skillcastcancel()
  5070. if( ud->skilltimer != tid ) {
  5071. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5072. ud->skilltimer = INVALID_TIMER;
  5073. return 0;
  5074. }
  5075. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5076. {// restore original walk speed
  5077. ud->skilltimer = INVALID_TIMER;
  5078. status_calc_bl(&sd->bl, SCB_SPEED);
  5079. }
  5080. ud->skilltimer = INVALID_TIMER;
  5081. }
  5082. if (ud->skilltarget == id)
  5083. target = src;
  5084. else
  5085. target = map_id2bl(ud->skilltarget);
  5086. // Use a do so that you can break out of it when the skill fails.
  5087. do {
  5088. if(!target || target->prev==NULL) break;
  5089. if(src->m != target->m || status_isdead(src)) break;
  5090. switch (ud->skillid) {
  5091. //These should become skill_castend_pos
  5092. case WE_CALLPARTNER:
  5093. case WE_CALLPARENT:
  5094. case WE_CALLBABY:
  5095. case AM_RESURRECTHOMUN:
  5096. case PF_SPIDERWEB:
  5097. //Find a random spot to place the skill. [Skotlex]
  5098. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5099. ud->skillx = target->x + inf2;
  5100. ud->skilly = target->y + inf2;
  5101. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5102. ud->skillx = target->x;
  5103. ud->skilly = target->y;
  5104. }
  5105. ud->skilltimer=tid;
  5106. return skill_castend_pos(tid,tick,id,data);
  5107. }
  5108. if(ud->skillid == RG_BACKSTAP) {
  5109. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5110. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5111. break;
  5112. }
  5113. }
  5114. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  5115. {
  5116. sc = status_get_sc(target);
  5117. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  5118. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5119. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5120. break;
  5121. }
  5122. }
  5123. else
  5124. { // Check target validity.
  5125. inf = skill_get_inf(ud->skillid);
  5126. inf2 = skill_get_inf2(ud->skillid);
  5127. if(inf&INF_ATTACK_SKILL ||
  5128. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5129. inf = BCT_ENEMY; //Offensive skill.
  5130. else if(inf2&INF2_NO_ENEMY)
  5131. inf = BCT_NOENEMY;
  5132. else
  5133. inf = 0;
  5134. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5135. {
  5136. inf |=
  5137. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5138. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5139. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5140. inf &= ~BCT_NEUTRAL;
  5141. }
  5142. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  5143. {
  5144. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  5145. break;
  5146. }
  5147. else
  5148. if (inf && battle_check_target(src, target, inf) <= 0)
  5149. break;
  5150. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5151. sc->data[SC_FOGWALL] &&
  5152. rand()%100 < 75)
  5153. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5154. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5155. break;
  5156. }
  5157. }
  5158. //Avoid doing double checks for instant-cast skills.
  5159. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5160. break;
  5161. if(md) {
  5162. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5163. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5164. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5165. }
  5166. if(src != target && battle_config.skill_add_range &&
  5167. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5168. {
  5169. if (sd) {
  5170. clif_skill_fail(sd,ud->skillid,0,0);
  5171. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5172. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5173. }
  5174. break;
  5175. }
  5176. if( sd && !skill_check_condition(sd, ud->skillid, ud->skilllv,1) )
  5177. break;
  5178. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5179. break;
  5180. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  5181. flag = 1;
  5182. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5183. unit_stop_walking(src,1);
  5184. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5185. if ( battle_config.display_status_timers && sd )
  5186. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5187. if( sd )
  5188. {
  5189. switch( ud->skillid )
  5190. {
  5191. case GS_DESPERADO:
  5192. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  5193. break;
  5194. case CR_GRANDCROSS:
  5195. case NPC_GRANDDARKNESS:
  5196. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  5197. {
  5198. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  5199. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  5200. break;
  5201. }
  5202. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  5203. break;
  5204. }
  5205. }
  5206. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5207. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5208. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5209. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  5210. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5211. map_freeblock_lock();
  5212. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5213. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5214. else
  5215. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5216. sc = status_get_sc(src);
  5217. if(sc && sc->count) {
  5218. if(sc->data[SC_MAGICPOWER] &&
  5219. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5220. status_change_end(src,SC_MAGICPOWER,-1);
  5221. if(sc->data[SC_SPIRIT] &&
  5222. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  5223. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  5224. ud->skillid != WZ_WATERBALL)
  5225. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  5226. }
  5227. if (ud->skilltimer == -1) {
  5228. if(md) md->skillidx = -1;
  5229. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5230. ud->skilllv = ud->skilltarget = 0;
  5231. }
  5232. map_freeblock_unlock();
  5233. return 1;
  5234. } while(0);
  5235. //Skill failed.
  5236. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  5237. { //When Asura fails... (except when it fails from Fog of Wall)
  5238. //Consume SP/spheres
  5239. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5240. status_set_sp(src, 0, 0);
  5241. sc = &sd->sc;
  5242. if (sc->count)
  5243. { //End states
  5244. if (sc->data[SC_EXPLOSIONSPIRITS])
  5245. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5246. if (sc->data[SC_BLADESTOP])
  5247. status_change_end(src,SC_BLADESTOP,-1);
  5248. }
  5249. if (target && target->m == src->m)
  5250. { //Move character to target anyway.
  5251. int dx,dy;
  5252. dx = target->x - src->x;
  5253. dy = target->y - src->y;
  5254. if(dx > 0) dx++;
  5255. else if(dx < 0) dx--;
  5256. if (dy > 0) dy++;
  5257. else if(dy < 0) dy--;
  5258. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5259. { //Display movement + animation.
  5260. clif_slide(src,src->x,src->y);
  5261. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5262. }
  5263. clif_skill_fail(sd,ud->skillid,0,0);
  5264. }
  5265. }
  5266. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5267. ud->canact_tick = tick;
  5268. //You can't place a skill failed packet here because it would be
  5269. //sent in ALL cases, even cases where skill_check_condition fails
  5270. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5271. if(sd) sd->skillitem = sd->skillitemlv = 0;
  5272. else
  5273. if(md) md->skillidx = -1;
  5274. return 0;
  5275. }
  5276. /*==========================================
  5277. *
  5278. *------------------------------------------*/
  5279. int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
  5280. {
  5281. struct block_list* src = map_id2bl(id);
  5282. int maxcount;
  5283. struct map_session_data *sd;
  5284. struct unit_data *ud = unit_bl2ud(src);
  5285. struct mob_data *md;
  5286. nullpo_retr(0, ud);
  5287. sd = BL_CAST(BL_PC , src);
  5288. md = BL_CAST(BL_MOB, src);
  5289. if( src->prev == NULL ) {
  5290. ud->skilltimer = INVALID_TIMER;
  5291. return 0;
  5292. }
  5293. if( ud->skilltimer != tid )
  5294. {
  5295. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5296. ud->skilltimer = INVALID_TIMER;
  5297. return 0;
  5298. }
  5299. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5300. {// restore original walk speed
  5301. ud->skilltimer = INVALID_TIMER;
  5302. status_calc_bl(&sd->bl, SCB_SPEED);
  5303. }
  5304. ud->skilltimer = INVALID_TIMER;
  5305. do {
  5306. if( status_isdead(src) )
  5307. break;
  5308. if( !(src->type&battle_config.skill_reiteration) &&
  5309. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5310. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5311. )
  5312. {
  5313. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5314. break;
  5315. }
  5316. if( src->type&battle_config.skill_nofootset &&
  5317. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5318. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5319. )
  5320. {
  5321. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5322. break;
  5323. }
  5324. if( src->type&battle_config.land_skill_limit &&
  5325. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  5326. ) {
  5327. int i;
  5328. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5329. if(ud->skillunit[i]->skill_id == ud->skillid)
  5330. maxcount--;
  5331. }
  5332. if( maxcount == 0 )
  5333. {
  5334. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5335. break;
  5336. }
  5337. }
  5338. if(tid != -1)
  5339. { //Avoid double checks on instant cast skills. [Skotlex]
  5340. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5341. break;
  5342. if(battle_config.skill_add_range &&
  5343. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5344. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5345. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5346. break;
  5347. }
  5348. }
  5349. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5350. break;
  5351. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5352. break;
  5353. if(md) {
  5354. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5355. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5356. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5357. }
  5358. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5359. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5360. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5361. if (ud->walktimer != -1)
  5362. unit_stop_walking(src,1);
  5363. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5364. if ( battle_config.display_status_timers && sd )
  5365. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5366. // if( sd )
  5367. // {
  5368. // switch( ud->skillid )
  5369. // {
  5370. // case ????:
  5371. // sd->canequip_tick = tick + ????;
  5372. // break;
  5373. // }
  5374. // }
  5375. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5376. map_freeblock_lock();
  5377. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5378. if (ud->skilltimer == -1) {
  5379. if (md) md->skillidx = -1;
  5380. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5381. ud->skilllv = ud->skillx = ud->skilly = 0;
  5382. }
  5383. map_freeblock_unlock();
  5384. return 1;
  5385. } while(0);
  5386. ud->canact_tick = tick;
  5387. ud->skillid = ud->skilllv = 0;
  5388. if(sd)
  5389. sd->skillitem = sd->skillitemlv = 0;
  5390. else if(md)
  5391. md->skillidx = -1;
  5392. return 0;
  5393. }
  5394. /*==========================================
  5395. *
  5396. *------------------------------------------*/
  5397. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5398. {
  5399. struct map_session_data* sd;
  5400. struct status_change* sc;
  5401. struct status_change_entry *sce;
  5402. struct skill_unit_group* sg;
  5403. enum sc_type type;
  5404. int i;
  5405. //if(skilllv <= 0) return 0;
  5406. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5407. nullpo_retr(0, src);
  5408. if(status_isdead(src))
  5409. return 0;
  5410. sd = BL_CAST(BL_PC, src);
  5411. sc = status_get_sc(src);
  5412. type = status_skill2sc(skillid);
  5413. sce = (sc && type != -1)?sc->data[type]:NULL;
  5414. switch (skillid) { //Skill effect.
  5415. case WZ_METEOR:
  5416. case MO_BODYRELOCATION:
  5417. case CR_CULTIVATION:
  5418. case HW_GANBANTEIN:
  5419. break; //Effect is displayed on respective switch case.
  5420. default:
  5421. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5422. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5423. else
  5424. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5425. }
  5426. switch(skillid)
  5427. {
  5428. case PR_BENEDICTIO:
  5429. skill_area_temp[1] = src->id;
  5430. i = skill_get_splash(skillid, skilllv);
  5431. map_foreachinarea(skill_area_sub,
  5432. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5433. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5434. skill_castend_nodamage_id);
  5435. map_foreachinarea(skill_area_sub,
  5436. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5437. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5438. skill_castend_damage_id);
  5439. break;
  5440. case BS_HAMMERFALL:
  5441. i = skill_get_splash(skillid, skilllv);
  5442. map_foreachinarea (skill_area_sub,
  5443. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5444. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5445. skill_castend_nodamage_id);
  5446. break;
  5447. case HT_DETECTING:
  5448. i = skill_get_splash(skillid, skilllv);
  5449. map_foreachinarea( status_change_timer_sub,
  5450. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5451. src,NULL,SC_SIGHT,tick);
  5452. if(battle_config.traps_setting&1)
  5453. map_foreachinarea( skill_reveal_trap,
  5454. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5455. break;
  5456. case MG_SAFETYWALL:
  5457. case MG_FIREWALL:
  5458. case MG_THUNDERSTORM:
  5459. case AL_PNEUMA:
  5460. case WZ_ICEWALL:
  5461. case WZ_FIREPILLAR:
  5462. case WZ_QUAGMIRE:
  5463. case WZ_VERMILION:
  5464. case WZ_STORMGUST:
  5465. case WZ_HEAVENDRIVE:
  5466. case PR_SANCTUARY:
  5467. case PR_MAGNUS:
  5468. case CR_GRANDCROSS:
  5469. case NPC_GRANDDARKNESS:
  5470. case HT_SKIDTRAP:
  5471. case MA_SKIDTRAP:
  5472. case HT_LANDMINE:
  5473. case MA_LANDMINE:
  5474. case HT_ANKLESNARE:
  5475. case HT_SHOCKWAVE:
  5476. case HT_SANDMAN:
  5477. case MA_SANDMAN:
  5478. case HT_FLASHER:
  5479. case HT_FREEZINGTRAP:
  5480. case MA_FREEZINGTRAP:
  5481. case HT_BLASTMINE:
  5482. case HT_CLAYMORETRAP:
  5483. case AS_VENOMDUST:
  5484. case AM_DEMONSTRATION:
  5485. case PF_FOGWALL:
  5486. case PF_SPIDERWEB:
  5487. case HT_TALKIEBOX:
  5488. case WE_CALLPARTNER:
  5489. case WE_CALLPARENT:
  5490. case WE_CALLBABY:
  5491. case AC_SHOWER: //Ground-placed skill implementation.
  5492. case MA_SHOWER:
  5493. case SA_VOLCANO:
  5494. case SA_DELUGE:
  5495. case SA_VIOLENTGALE:
  5496. case SA_LANDPROTECTOR:
  5497. case BD_LULLABY:
  5498. case BD_RICHMANKIM:
  5499. case BD_ETERNALCHAOS:
  5500. case BD_DRUMBATTLEFIELD:
  5501. case BD_RINGNIBELUNGEN:
  5502. case BD_ROKISWEIL:
  5503. case BD_INTOABYSS:
  5504. case BD_SIEGFRIED:
  5505. case BA_DISSONANCE:
  5506. case BA_POEMBRAGI:
  5507. case BA_WHISTLE:
  5508. case BA_ASSASSINCROSS:
  5509. case BA_APPLEIDUN:
  5510. case DC_UGLYDANCE:
  5511. case DC_HUMMING:
  5512. case DC_DONTFORGETME:
  5513. case DC_FORTUNEKISS:
  5514. case DC_SERVICEFORYOU:
  5515. case CG_MOONLIT:
  5516. case GS_DESPERADO:
  5517. case NJ_KAENSIN:
  5518. case NJ_BAKUENRYU:
  5519. case NJ_SUITON:
  5520. case NJ_HYOUSYOURAKU:
  5521. case NJ_RAIGEKISAI:
  5522. case NJ_KAMAITACHI:
  5523. case NPC_EVILLAND:
  5524. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5525. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5526. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5527. break;
  5528. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5529. skill_clear_unitgroup(src);
  5530. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5531. flag|=1;
  5532. break;
  5533. case HP_BASILICA:
  5534. if( sc->data[SC_BASILICA] )
  5535. status_change_end(src, SC_BASILICA, -1); // Cancel Basilica
  5536. else
  5537. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  5538. skill_clear_unitgroup(src);
  5539. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  5540. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  5541. flag|=1;
  5542. }
  5543. break;
  5544. case CG_HERMODE:
  5545. skill_clear_unitgroup(src);
  5546. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5547. sc_start4(src,SC_DANCING,100,
  5548. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5549. flag|=1;
  5550. break;
  5551. case RG_CLEANER: // [Valaris]
  5552. i = skill_get_splash(skillid, skilllv);
  5553. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5554. break;
  5555. case WZ_METEOR:
  5556. {
  5557. int flag = 0, area = skill_get_splash(skillid, skilllv);
  5558. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5559. if( sc && sc->data[SC_MAGICPOWER] )
  5560. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5561. for( i = 0; i < 2 + (skilllv>>1); i++ )
  5562. {
  5563. // Creates a random Cell in the Splash Area
  5564. tmpx = x - area + rand()%(area * 2 + 1);
  5565. tmpy = y - area + rand()%(area * 2 + 1);
  5566. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  5567. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5568. if( i > 0 )
  5569. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5570. x1 = tmpx;
  5571. y1 = tmpy;
  5572. }
  5573. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  5574. }
  5575. break;
  5576. case AL_WARP:
  5577. if(sd)
  5578. {
  5579. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5580. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5581. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5582. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5583. );
  5584. }
  5585. break;
  5586. case MO_BODYRELOCATION:
  5587. if (unit_movepos(src, x, y, 1, 1)) {
  5588. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5589. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5590. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5591. }
  5592. break;
  5593. case NJ_SHADOWJUMP:
  5594. {
  5595. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  5596. { //You don't move on GVG grounds.
  5597. unit_movepos(src, x, y, 1, 0);
  5598. clif_slide(src,x,y);
  5599. }
  5600. if (sc && sc->data[SC_HIDING])
  5601. status_change_end(src, SC_HIDING, -1);
  5602. }
  5603. break;
  5604. case AM_SPHEREMINE:
  5605. case AM_CANNIBALIZE:
  5606. {
  5607. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5608. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5609. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5610. struct mob_data *md;
  5611. // Correct info, don't change any of this! [celest]
  5612. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5613. if (md) {
  5614. md->master_id = src->id;
  5615. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5616. if( md->deletetimer != INVALID_TIMER )
  5617. delete_timer(md->deletetimer, mob_timer_delete);
  5618. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5619. mob_spawn (md); //Now it is ready for spawning.
  5620. }
  5621. }
  5622. break;
  5623. // Slim Pitcher [Celest]
  5624. case CR_SLIMPITCHER:
  5625. if (sd) {
  5626. int i = skilllv%11 - 1;
  5627. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5628. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5629. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5630. clif_skill_fail(sd,skillid,0,0);
  5631. return 1;
  5632. }
  5633. potion_flag = 1;
  5634. potion_hp = 0;
  5635. potion_sp = 0;
  5636. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5637. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5638. potion_flag = 0;
  5639. //Apply skill bonuses
  5640. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5641. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5642. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5643. + pc_skillheal_bonus(sd, skillid);
  5644. potion_hp = potion_hp * (100+i)/100;
  5645. potion_sp = potion_sp * (100+i)/100;
  5646. if(potion_hp > 0 || potion_sp > 0) {
  5647. i = skill_get_splash(skillid, skilllv);
  5648. map_foreachinarea(skill_area_sub,
  5649. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5650. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5651. skill_castend_nodamage_id);
  5652. }
  5653. } else {
  5654. int i = skilllv%11 - 1;
  5655. struct item_data *item = itemdb_search(i);
  5656. i = skill_db[skillid].itemid[i];
  5657. item = itemdb_search(i);
  5658. potion_flag = 1;
  5659. potion_hp = 0;
  5660. potion_sp = 0;
  5661. run_script(item->script,0,src->id,0);
  5662. potion_flag = 0;
  5663. i = skill_get_max(CR_SLIMPITCHER)*10;
  5664. potion_hp = potion_hp * (100+i)/100;
  5665. potion_sp = potion_sp * (100+i)/100;
  5666. if(potion_hp > 0 || potion_sp > 0) {
  5667. i = skill_get_splash(skillid, skilllv);
  5668. map_foreachinarea(skill_area_sub,
  5669. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5670. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5671. skill_castend_nodamage_id);
  5672. }
  5673. }
  5674. break;
  5675. case HW_GANBANTEIN:
  5676. if (rand()%100 < 80) {
  5677. int dummy = 1;
  5678. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5679. i = skill_get_splash(skillid, skilllv);
  5680. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  5681. } else {
  5682. if (sd) clif_skill_fail(sd,skillid,0,0);
  5683. return 1;
  5684. }
  5685. break;
  5686. case HW_GRAVITATION:
  5687. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5688. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  5689. flag|=1;
  5690. break;
  5691. // Plant Cultivation [Celest]
  5692. case CR_CULTIVATION:
  5693. if (sd) {
  5694. int i = skilllv - 1;
  5695. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5696. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5697. sd->status.inventory[j].amount < skill_db[skillid].amount[i] ||
  5698. map_count_oncell(src->m,x,y,BL_CHAR) > 0
  5699. ) {
  5700. clif_skill_fail(sd,skillid,0,0);
  5701. return 1;
  5702. }
  5703. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5704. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5705. if (rand()%100 < 50) {
  5706. clif_skill_fail(sd,skillid,0,0);
  5707. } else {
  5708. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5709. if (!md) break;
  5710. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5711. {
  5712. if( md->deletetimer != INVALID_TIMER )
  5713. delete_timer(md->deletetimer, mob_timer_delete);
  5714. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5715. }
  5716. mob_spawn (md);
  5717. }
  5718. }
  5719. break;
  5720. case SG_SUN_WARM:
  5721. case SG_MOON_WARM:
  5722. case SG_STAR_WARM:
  5723. skill_clear_unitgroup(src);
  5724. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5725. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5726. flag|=1;
  5727. break;
  5728. case PA_GOSPEL:
  5729. if (sce && sce->val4 == BCT_SELF)
  5730. status_change_end(src,SC_GOSPEL,-1);
  5731. else
  5732. {
  5733. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5734. if (!sg) break;
  5735. if (sce)
  5736. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5737. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  5738. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5739. }
  5740. break;
  5741. case NJ_TATAMIGAESHI:
  5742. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5743. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5744. break;
  5745. case AM_RESURRECTHOMUN: //[orn]
  5746. if (sd)
  5747. {
  5748. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5749. {
  5750. clif_skill_fail(sd,skillid,0,0);
  5751. break;
  5752. }
  5753. }
  5754. break;
  5755. default:
  5756. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5757. return 1;
  5758. }
  5759. if (sc && sc->data[SC_MAGICPOWER])
  5760. status_change_end(src,SC_MAGICPOWER,-1);
  5761. if( sd )
  5762. {
  5763. if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5764. battle_consume_ammo(sd, skillid, skilllv);
  5765. if( !sd->state.skillonskill )
  5766. skill_onskillusage(sd, NULL, skillid, tick);
  5767. }
  5768. return 0;
  5769. }
  5770. /*==========================================
  5771. *
  5772. *------------------------------------------*/
  5773. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5774. {
  5775. nullpo_retr(0, sd);
  5776. //Simplify skill_failed code.
  5777. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5778. if(skill_num != sd->menuskill_id)
  5779. return 0;
  5780. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5781. skill_failed(sd);
  5782. return 0;
  5783. }
  5784. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5785. skill_failed(sd);
  5786. return 0;
  5787. }
  5788. if(sd->sc.count && (
  5789. sd->sc.data[SC_SILENCE] ||
  5790. sd->sc.data[SC_ROKISWEIL] ||
  5791. sd->sc.data[SC_AUTOCOUNTER] ||
  5792. sd->sc.data[SC_STEELBODY] ||
  5793. sd->sc.data[SC_DANCING] ||
  5794. sd->sc.data[SC_BERSERK] ||
  5795. sd->sc.data[SC_BASILICA] ||
  5796. sd->sc.data[SC_MARIONETTE]
  5797. )) {
  5798. skill_failed(sd);
  5799. return 0;
  5800. }
  5801. pc_stop_attack(sd);
  5802. pc_stop_walking(sd,0);
  5803. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5804. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5805. if(strcmp(map,"cancel")==0) {
  5806. skill_failed(sd);
  5807. return 0;
  5808. }
  5809. switch(skill_num)
  5810. {
  5811. case AL_TELEPORT:
  5812. if(strcmp(map,"Random")==0)
  5813. pc_randomwarp(sd,3);
  5814. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5815. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5816. break;
  5817. case AL_WARP:
  5818. {
  5819. const struct point *p[4];
  5820. struct skill_unit_group *group;
  5821. int i, lv, wx, wy;
  5822. int maxcount=0;
  5823. int x,y;
  5824. unsigned short mapindex;
  5825. mapindex = mapindex_name2id((char*)map);
  5826. if(!mapindex) { //Given map not found?
  5827. clif_skill_fail(sd,skill_num,0,0);
  5828. skill_failed(sd);
  5829. return 0;
  5830. }
  5831. p[0] = &sd->status.save_point;
  5832. p[1] = &sd->status.memo_point[0];
  5833. p[2] = &sd->status.memo_point[1];
  5834. p[3] = &sd->status.memo_point[2];
  5835. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5836. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5837. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5838. maxcount--;
  5839. }
  5840. if(!maxcount) {
  5841. clif_skill_fail(sd,skill_num,0,0);
  5842. skill_failed(sd);
  5843. return 0;
  5844. }
  5845. }
  5846. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5847. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5848. wx = sd->menuskill_val>>16;
  5849. wy = sd->menuskill_val&0xffff;
  5850. if( lv <= 0 ) return 0;
  5851. if( lv > 4 ) lv = 4; // crash prevention
  5852. // check if the chosen map exists in the memo list
  5853. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5854. if( i < lv ) {
  5855. x=p[i]->x;
  5856. y=p[i]->y;
  5857. } else {
  5858. skill_failed(sd);
  5859. return 0;
  5860. }
  5861. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5862. {
  5863. skill_failed(sd);
  5864. return 0;
  5865. }
  5866. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5867. skill_failed(sd);
  5868. return 0;
  5869. }
  5870. // record the destination coordinates
  5871. group->val2 = (x<<16)|y;
  5872. group->val3 = mapindex;
  5873. }
  5874. break;
  5875. }
  5876. sd->menuskill_id = sd->menuskill_val = 0;
  5877. return 0;
  5878. #undef skill_failed
  5879. }
  5880. /// transforms 'target' skill unit into dissonance (if conditions are met)
  5881. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  5882. {
  5883. struct skill_unit* target = (struct skill_unit*)bl;
  5884. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  5885. int flag = va_arg(ap, int);
  5886. if (src == target)
  5887. return 0;
  5888. if (!target->group || !(target->group->state.song_dance&0x1))
  5889. return 0;
  5890. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5891. return 0;
  5892. if (flag) //Set dissonance
  5893. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5894. else //Remove dissonance
  5895. target->val2 &= ~UF_ENSEMBLE;
  5896. clif_skill_setunit(target); //Update look of affected cell.
  5897. return 1;
  5898. }
  5899. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5900. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5901. //When 1, this unit has been positioned, so start the cancel effect.
  5902. int skill_dance_overlap(struct skill_unit* unit, int flag)
  5903. {
  5904. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5905. return 0;
  5906. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5907. return 0; //Nothing to remove, this unit is not overlapped.
  5908. if (unit->val1 != unit->group->skill_id)
  5909. { //Reset state
  5910. unit->val1 = unit->group->skill_id;
  5911. unit->val2 &= ~UF_ENSEMBLE;
  5912. }
  5913. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  5914. }
  5915. /*==========================================
  5916. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  5917. * Flag: 0 - Convert, 1 - Revert.
  5918. *------------------------------------------*/
  5919. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  5920. {
  5921. static struct skill_unit_group backup;
  5922. struct skill_unit_group* group = unit->group;
  5923. //TODO: add protection against attempts to read an empty backup / write to a full backup
  5924. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  5925. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  5926. return false;
  5927. if( !flag )
  5928. { //Transform
  5929. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  5930. // backup
  5931. backup.skill_id = group->skill_id;
  5932. backup.skill_lv = group->skill_lv;
  5933. backup.unit_id = group->unit_id;
  5934. backup.target_flag = group->target_flag;
  5935. backup.bl_flag = group->bl_flag;
  5936. backup.interval = group->interval;
  5937. // replace
  5938. group->skill_id = skillid;
  5939. group->skill_lv = 1;
  5940. group->unit_id = skill_get_unit_id(skillid,0);
  5941. group->target_flag = skill_get_unit_target(skillid);
  5942. group->bl_flag = skill_get_unit_bl_target(skillid);
  5943. group->interval = skill_get_unit_interval(skillid);
  5944. }
  5945. else
  5946. { //Restore
  5947. group->skill_id = backup.skill_id;
  5948. group->skill_lv = backup.skill_lv;
  5949. group->unit_id = backup.unit_id;
  5950. group->target_flag = backup.target_flag;
  5951. group->bl_flag = backup.bl_flag;
  5952. group->interval = backup.interval;
  5953. }
  5954. return true;
  5955. }
  5956. /*==========================================
  5957. * Initializes and sets a ground skill.
  5958. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5959. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5960. *------------------------------------------*/
  5961. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  5962. {
  5963. struct skill_unit_group *group;
  5964. int i,limit,val1=0,val2=0,val3=0;
  5965. int target,interval,range,unit_flag;
  5966. struct s_skill_unit_layout *layout;
  5967. struct map_session_data *sd;
  5968. struct status_data *status;
  5969. struct status_change *sc;
  5970. int active_flag=1;
  5971. int subunt=0;
  5972. nullpo_retr(NULL, src);
  5973. limit = skill_get_time(skillid,skilllv);
  5974. range = skill_get_unit_range(skillid,skilllv);
  5975. interval = skill_get_unit_interval(skillid);
  5976. target = skill_get_unit_target(skillid);
  5977. unit_flag = skill_get_unit_flag(skillid);
  5978. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5979. sd = BL_CAST(BL_PC, src);
  5980. status = status_get_status_data(src);
  5981. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  5982. switch( skillid )
  5983. {
  5984. case MG_SAFETYWALL:
  5985. val2=skilllv+1;
  5986. break;
  5987. case MG_FIREWALL:
  5988. if(sc && sc->data[SC_VIOLENTGALE])
  5989. limit = limit*3/2;
  5990. val2=4+skilllv;
  5991. break;
  5992. case AL_WARP:
  5993. val1=skilllv+6;
  5994. if(!(flag&1))
  5995. limit=2000;
  5996. else // previous implementation (not used anymore)
  5997. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5998. if( src->type != BL_SKILL ) return NULL;
  5999. group = ((TBL_SKILL*)src)->group;
  6000. src = map_id2bl(group->src_id);
  6001. if( !src ) return NULL;
  6002. val2 = group->val2; //Copy the (x,y) position you warp to
  6003. val3 = group->val3; //as well as the mapindex to warp to.
  6004. }
  6005. break;
  6006. case HP_BASILICA:
  6007. val1 = src->id; // Store caster id.
  6008. break;
  6009. case PR_SANCTUARY:
  6010. case NPC_EVILLAND:
  6011. val1=(skilllv+3)*2;
  6012. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  6013. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  6014. val2 += val2 * i / 100;
  6015. break;
  6016. case WZ_FIREPILLAR:
  6017. if((flag&1)!=0)
  6018. limit=1000;
  6019. val1=skilllv+2;
  6020. break;
  6021. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6022. case AM_DEMONSTRATION:
  6023. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6024. && (src->type&battle_config.vs_traps_bctall))
  6025. target = BCT_ALL;
  6026. break;
  6027. case HT_SHOCKWAVE:
  6028. val1=skilllv*15+10;
  6029. case HT_SANDMAN:
  6030. case MA_SANDMAN:
  6031. case HT_CLAYMORETRAP:
  6032. case HT_SKIDTRAP:
  6033. case MA_SKIDTRAP:
  6034. case HT_LANDMINE:
  6035. case MA_LANDMINE:
  6036. case HT_ANKLESNARE:
  6037. case HT_FLASHER:
  6038. case HT_FREEZINGTRAP:
  6039. case MA_FREEZINGTRAP:
  6040. case HT_BLASTMINE:
  6041. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  6042. limit *= 4; // longer trap times in WOE [celest]
  6043. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  6044. target = BCT_ALL;
  6045. break;
  6046. case SA_LANDPROTECTOR:
  6047. case SA_VOLCANO:
  6048. case SA_DELUGE:
  6049. case SA_VIOLENTGALE:
  6050. {
  6051. struct skill_unit_group *old_sg;
  6052. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6053. { //HelloKitty confirmed that these are interchangeable,
  6054. //so you can change element and not consume gemstones.
  6055. if ((
  6056. old_sg->skill_id == SA_VOLCANO ||
  6057. old_sg->skill_id == SA_DELUGE ||
  6058. old_sg->skill_id == SA_VIOLENTGALE
  6059. ) && old_sg->limit > 0)
  6060. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6061. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6062. if (limit < 0) //This can happen...
  6063. limit = skill_get_time(skillid,skilllv);
  6064. }
  6065. skill_clear_group(src,1);
  6066. }
  6067. break;
  6068. }
  6069. case BA_DISSONANCE:
  6070. case DC_UGLYDANCE:
  6071. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6072. break;
  6073. case BA_WHISTLE:
  6074. val1 = skilllv +status->agi/10; // Flee increase
  6075. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6076. if(sd){
  6077. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6078. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6079. }
  6080. break;
  6081. case DC_HUMMING:
  6082. val1 = 2*skilllv+status->dex/10; // Hit increase
  6083. if(sd)
  6084. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6085. break;
  6086. case BA_POEMBRAGI:
  6087. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6088. //For some reason at level 10 the base delay reduction is 50%.
  6089. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  6090. if(sd){
  6091. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6092. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6093. }
  6094. break;
  6095. case DC_DONTFORGETME:
  6096. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  6097. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  6098. if(sd){
  6099. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6100. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6101. }
  6102. break;
  6103. case BA_APPLEIDUN:
  6104. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6105. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6106. if(sd){
  6107. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6108. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6109. if ((i = pc_skillheal_bonus(sd, skillid)))
  6110. val2 += val2 * i / 100;
  6111. }
  6112. break;
  6113. case DC_SERVICEFORYOU:
  6114. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  6115. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  6116. if(sd){
  6117. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  6118. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  6119. }
  6120. break;
  6121. case BA_ASSASSINCROSS:
  6122. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6123. if(sd)
  6124. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6125. break;
  6126. case DC_FORTUNEKISS:
  6127. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6128. if(sd)
  6129. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6130. val1*=10; //Because every 10 crit is an actual cri point.
  6131. break;
  6132. case BD_DRUMBATTLEFIELD:
  6133. val1 = (skilllv+1)*25; //Watk increase
  6134. val2 = (skilllv+1)*2; //Def increase
  6135. break;
  6136. case BD_RINGNIBELUNGEN:
  6137. val1 = (skilllv+2)*25; //Watk increase
  6138. break;
  6139. case BD_RICHMANKIM:
  6140. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6141. break;
  6142. case BD_SIEGFRIED:
  6143. val1 = 55 + skilllv*5; //Elemental Resistance
  6144. val2 = skilllv*10; //Status ailment resistance
  6145. break;
  6146. case WE_CALLPARTNER:
  6147. if (sd) val1 = sd->status.partner_id;
  6148. break;
  6149. case WE_CALLPARENT:
  6150. if (sd) {
  6151. val1 = sd->status.father;
  6152. val2 = sd->status.mother;
  6153. }
  6154. break;
  6155. case WE_CALLBABY:
  6156. if (sd) val1 = sd->status.child;
  6157. break;
  6158. case NJ_KAENSIN:
  6159. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6160. val2 = (skilllv+1)/2 + 4;
  6161. break;
  6162. case NJ_SUITON:
  6163. skill_clear_group(src, 1);
  6164. break;
  6165. case GS_GROUNDDRIFT:
  6166. {
  6167. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6168. val1 = status->rhw.ele;
  6169. if (!val1)
  6170. val1=element[rand()%5];
  6171. switch (val1)
  6172. {
  6173. case ELE_FIRE:
  6174. subunt++;
  6175. case ELE_WATER:
  6176. subunt++;
  6177. case ELE_POISON:
  6178. subunt++;
  6179. case ELE_DARK:
  6180. subunt++;
  6181. case ELE_WIND:
  6182. break;
  6183. default:
  6184. subunt=rand()%5;
  6185. break;
  6186. }
  6187. break;
  6188. }
  6189. }
  6190. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6191. group->val1=val1;
  6192. group->val2=val2;
  6193. group->val3=val3;
  6194. group->target_flag=target;
  6195. group->bl_flag= skill_get_unit_bl_target(skillid);
  6196. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  6197. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  6198. 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
  6199. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6200. if (DIFF_TICK(group->tick, gettick()) > 100)
  6201. active_flag = 0;
  6202. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  6203. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6204. if (sd)
  6205. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  6206. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6207. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  6208. }
  6209. if (group->state.song_dance) {
  6210. if(sd){
  6211. sd->skillid_dance = skillid;
  6212. sd->skilllv_dance = skilllv;
  6213. }
  6214. if (
  6215. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  6216. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6217. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6218. )
  6219. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6220. }
  6221. limit = group->limit;
  6222. for( i = 0; i < layout->count; i++ )
  6223. {
  6224. struct skill_unit *unit;
  6225. int ux = x + layout->dx[i];
  6226. int uy = y + layout->dy[i];
  6227. int val1 = skilllv;
  6228. int val2 = 0;
  6229. int alive = 1;
  6230. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  6231. continue; // don't place skill units on walls (except for songs/dances/encores)
  6232. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  6233. continue; // no path between cell and center of casting.
  6234. switch( skillid )
  6235. {
  6236. case MG_FIREWALL:
  6237. case NJ_KAENSIN:
  6238. val2=group->val2;
  6239. break;
  6240. case WZ_ICEWALL:
  6241. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  6242. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  6243. break;
  6244. case HT_LANDMINE:
  6245. case MA_LANDMINE:
  6246. case HT_ANKLESNARE:
  6247. case HT_SHOCKWAVE:
  6248. case HT_SANDMAN:
  6249. case MA_SANDMAN:
  6250. case HT_FLASHER:
  6251. case HT_FREEZINGTRAP:
  6252. case MA_FREEZINGTRAP:
  6253. case HT_TALKIEBOX:
  6254. case HT_SKIDTRAP:
  6255. case MA_SKIDTRAP:
  6256. val1 = 3500;
  6257. break;
  6258. case GS_DESPERADO:
  6259. val1 = abs(layout->dx[i]);
  6260. val2 = abs(layout->dy[i]);
  6261. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6262. if (val2 > val1) val1 = val2;
  6263. if (val1) val1--;
  6264. val1 = 36 -12*val1;
  6265. } else //Diagonal edges
  6266. val1 = 28 -4*val1 -4*val2;
  6267. if (val1 < 1) val1 = 1;
  6268. val2 = 0;
  6269. break;
  6270. default:
  6271. if (group->state.song_dance&0x1)
  6272. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6273. break;
  6274. }
  6275. if( range <= 0 )
  6276. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6277. if( !alive )
  6278. continue;
  6279. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6280. unit->limit=limit;
  6281. unit->range=range;
  6282. if (skillid == PF_FOGWALL && alive == 2)
  6283. { //Double duration of cells on top of Deluge/Suiton
  6284. unit->limit *= 2;
  6285. group->limit = unit->limit;
  6286. }
  6287. // execute on all targets standing on this cell
  6288. if (range==0 && active_flag)
  6289. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6290. }
  6291. if (!group->alive_count)
  6292. { //No cells? Something that was blocked completely by Land Protector?
  6293. skill_delunitgroup(src, group);
  6294. return NULL;
  6295. }
  6296. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6297. group->val1 = group->alive_count;
  6298. return group;
  6299. }
  6300. /*==========================================
  6301. *
  6302. *------------------------------------------*/
  6303. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6304. {
  6305. struct skill_unit_group *sg;
  6306. struct block_list *ss;
  6307. struct status_change *sc;
  6308. struct status_change_entry *sce;
  6309. enum sc_type type;
  6310. int skillid;
  6311. nullpo_retr(0, src);
  6312. nullpo_retr(0, bl);
  6313. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6314. return 0;
  6315. nullpo_retr(0, sg=src->group);
  6316. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6317. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  6318. return 0; //AoE skills are ineffective. [Skotlex]
  6319. sc = status_get_sc(bl);
  6320. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6321. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  6322. type = status_skill2sc(sg->skill_id);
  6323. sce = (sc && type != -1)?sc->data[type]:NULL;
  6324. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6325. switch (sg->unit_id) {
  6326. case UNT_SAFETYWALL:
  6327. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6328. if (!sce)
  6329. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  6330. break;
  6331. case UNT_PNEUMA:
  6332. if (!sce)
  6333. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6334. break;
  6335. case UNT_WARP_WAITING:
  6336. if(bl->type==BL_PC){
  6337. struct map_session_data *sd = (struct map_session_data *)bl;
  6338. if((!sd->chatID || battle_config.chat_warpportal)
  6339. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  6340. {
  6341. int x = sg->val2>>16;
  6342. int y = sg->val2&0xffff;
  6343. unsigned short m = sg->val3;
  6344. if( --sg->val1 <= 0 )
  6345. skill_delunitgroup(NULL, sg);
  6346. pc_setpos(sd,m,x,y,3);
  6347. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  6348. }
  6349. } else
  6350. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6351. {
  6352. int m = map_mapindex2mapid(sg->val3);
  6353. if (m < 0) break; //Map not available on this map-server.
  6354. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6355. }
  6356. break;
  6357. case UNT_QUAGMIRE:
  6358. if(!sce)
  6359. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6360. break;
  6361. case UNT_VOLCANO:
  6362. case UNT_DELUGE:
  6363. case UNT_VIOLENTGALE:
  6364. if(!sce)
  6365. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6366. break;
  6367. case UNT_SUITON:
  6368. if(!sce)
  6369. sc_start4(bl,type,100,sg->skill_lv,
  6370. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6371. 0,0,sg->limit);
  6372. break;
  6373. case UNT_HERMODE:
  6374. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  6375. status_change_clear_buffs(bl,1); //Should dispell only allies.
  6376. case UNT_RICHMANKIM:
  6377. case UNT_ETERNALCHAOS:
  6378. case UNT_DRUMBATTLEFIELD:
  6379. case UNT_RINGNIBELUNGEN:
  6380. case UNT_ROKISWEIL:
  6381. case UNT_INTOABYSS:
  6382. case UNT_SIEGFRIED:
  6383. //Needed to check when a dancer/bard leaves their ensemble area.
  6384. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6385. return skillid;
  6386. if (!sce)
  6387. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6388. break;
  6389. case UNT_WHISTLE:
  6390. case UNT_ASSASSINCROSS:
  6391. case UNT_POEMBRAGI:
  6392. case UNT_APPLEIDUN:
  6393. case UNT_HUMMING:
  6394. case UNT_DONTFORGETME:
  6395. case UNT_FORTUNEKISS:
  6396. case UNT_SERVICEFORYOU:
  6397. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6398. return 0;
  6399. if (!sc) return 0;
  6400. if (!sce)
  6401. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6402. else if (sce->val4 == 1) {
  6403. //Readjust timers since the effect will not last long.
  6404. sce->val4 = 0;
  6405. delete_timer(sce->timer, status_change_timer);
  6406. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6407. }
  6408. break;
  6409. case UNT_FOGWALL:
  6410. if (!sce)
  6411. {
  6412. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6413. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6414. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  6415. }
  6416. break;
  6417. case UNT_GRAVITATION:
  6418. if (!sce)
  6419. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6420. break;
  6421. // officially, icewall has no problems existing on occupied cells [ultramage]
  6422. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6423. // src->val1 = 0;
  6424. // if(src->limit + sg->tick > tick + 700)
  6425. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6426. // break;
  6427. case UNT_MOONLIT:
  6428. //Knockback out of area if affected char isn't in Moonlit effect
  6429. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  6430. break;
  6431. if (ss == bl) //Also needed to prevent infinite loop crash.
  6432. break;
  6433. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6434. break;
  6435. }
  6436. return skillid;
  6437. }
  6438. /*==========================================
  6439. *
  6440. *------------------------------------------*/
  6441. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6442. {
  6443. struct skill_unit_group *sg;
  6444. struct block_list *ss;
  6445. TBL_PC* sd;
  6446. TBL_PC* tsd;
  6447. struct status_data *tstatus, *sstatus;
  6448. struct status_change *tsc, *sc;
  6449. struct skill_unit_group_tickset *ts;
  6450. enum sc_type type;
  6451. int skillid;
  6452. int diff=0;
  6453. nullpo_retr(0, src);
  6454. nullpo_retr(0, bl);
  6455. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6456. return 0;
  6457. nullpo_retr(0, sg=src->group);
  6458. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6459. sd = BL_CAST(BL_PC, ss);
  6460. tsd = BL_CAST(BL_PC, bl);
  6461. tsc = status_get_sc(bl);
  6462. tstatus = status_get_status_data(bl);
  6463. if (sg->state.magic_power) //For magic power.
  6464. {
  6465. sc = status_get_sc(ss);
  6466. sstatus = status_get_status_data(ss);
  6467. } else {
  6468. sc = NULL;
  6469. sstatus = NULL;
  6470. }
  6471. type = status_skill2sc(sg->skill_id);
  6472. skillid = sg->skill_id;
  6473. if (sg->interval == -1) {
  6474. switch (sg->unit_id) {
  6475. case UNT_SPIDERWEB: // The 'interval' value was set to -1 so that the unit wouldn't trigger in the next interval,
  6476. break; // but FiberLock can trap multiple targets on the same cell. [Inkfish]
  6477. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6478. case UNT_FIREPILLAR_ACTIVE:
  6479. return 0;
  6480. default:
  6481. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6482. return 0;
  6483. }
  6484. }
  6485. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6486. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6487. diff = DIFF_TICK(tick,ts->tick);
  6488. if (diff < 0)
  6489. return 0;
  6490. ts->tick = tick+sg->interval;
  6491. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6492. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6493. }
  6494. //Temporarily set magic power to have it take effect. [Skotlex]
  6495. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6496. { //Store previous values.
  6497. swap(sstatus->matk_min, sc->mp_matk_min);
  6498. swap(sstatus->matk_max, sc->mp_matk_max);
  6499. //Note to NOT return from the function until this is unset!
  6500. }
  6501. switch (sg->unit_id)
  6502. {
  6503. case UNT_FIREWALL:
  6504. case UNT_KAEN:
  6505. {
  6506. int count=0;
  6507. const int x = bl->x, y = bl->y;
  6508. //Take into account these hit more times than the timer interval can handle.
  6509. do
  6510. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6511. while(--src->val2 && x == bl->x && y == bl->y &&
  6512. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6513. if (src->val2<=0)
  6514. skill_delunit(src);
  6515. }
  6516. break;
  6517. case UNT_SANCTUARY:
  6518. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  6519. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6520. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  6521. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  6522. }
  6523. else
  6524. {
  6525. int heal = sg->val2;
  6526. struct mob_data *md = BL_CAST(BL_MOB, bl);
  6527. if( md && mob_is_battleground(md) )
  6528. break;
  6529. if( tstatus->hp >= tstatus->max_hp )
  6530. break;
  6531. if( tsc )
  6532. {
  6533. if( tsc->data[SC_INCHEALRATE] )
  6534. heal += heal * tsc->data[SC_INCHEALRATE]->val1 / 100;
  6535. if( tsc->data[SC_CRITICALWOUND] )
  6536. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6537. }
  6538. if( tsd )
  6539. heal += heal * pc_skillheal2_bonus(tsd, sg->skill_id) / 100;
  6540. if( bl->type == BL_MER )
  6541. heal /= 2;
  6542. if( status_isimmune(bl) )
  6543. heal = 0;
  6544. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6545. status_heal(bl, heal, 0, 0);
  6546. if( diff >= 500 )
  6547. sg->val1--;
  6548. }
  6549. if( sg->val1 <= 0 )
  6550. skill_delunitgroup(NULL,sg);
  6551. break;
  6552. case UNT_EVILLAND:
  6553. //Will heal demon and undead element monsters, but not players.
  6554. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  6555. { //Damage enemies
  6556. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6557. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6558. } else {
  6559. int heal = sg->val2;
  6560. if (tstatus->hp >= tstatus->max_hp)
  6561. break;
  6562. if (tsc && tsc->data[SC_CRITICALWOUND])
  6563. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6564. if (status_isimmune(bl))
  6565. heal = 0;
  6566. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6567. status_heal(bl, heal, 0, 0);
  6568. }
  6569. break;
  6570. case UNT_MAGNUS:
  6571. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6572. break;
  6573. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6574. break;
  6575. case UNT_DUMMYSKILL:
  6576. switch (sg->skill_id)
  6577. {
  6578. case SG_SUN_WARM: //SG skills [Komurka]
  6579. case SG_MOON_WARM:
  6580. case SG_STAR_WARM:
  6581. {
  6582. int count = 0;
  6583. const int x = bl->x, y = bl->y;
  6584. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  6585. do
  6586. {
  6587. if( bl->type == BL_PC )
  6588. status_zap(bl, 0, 15); // sp damage to players
  6589. else // mobs
  6590. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6591. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6592. else { //should end when out of sp.
  6593. sg->limit = DIFF_TICK(tick,sg->tick);
  6594. break;
  6595. }
  6596. } while( x == bl->x && y == bl->y &&
  6597. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6598. }
  6599. break;
  6600. case WZ_STORMGUST:
  6601. if (tsc)
  6602. { //Reset hit counter when under new storm gust.
  6603. if (tsc->sg_id != sg->group_id) {
  6604. tsc->sg_id = sg->group_id;
  6605. tsc->sg_counter = 0;
  6606. }
  6607. tsc->sg_counter++; //SG hit counter.
  6608. }
  6609. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6610. tsc->sg_counter=0; //Attack absorbed.
  6611. break;
  6612. case GS_DESPERADO:
  6613. if (rand()%100 < src->val1)
  6614. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6615. break;
  6616. default:
  6617. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6618. }
  6619. break;
  6620. case UNT_FIREPILLAR_WAITING:
  6621. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6622. skill_delunit(src);
  6623. break;
  6624. case UNT_SKIDTRAP:
  6625. {
  6626. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6627. sg->unit_id = UNT_USED_TRAPS;
  6628. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6629. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6630. }
  6631. break;
  6632. case UNT_SPIDERWEB:
  6633. case UNT_ANKLESNARE:
  6634. if( ( sg->val2 == 0 || sg->unit_id == UNT_SPIDERWEB ) && tsc )
  6635. {
  6636. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6637. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
  6638. {
  6639. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6640. if( td )
  6641. sec = DIFF_TICK(td->tick, tick);
  6642. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6643. clif_fixpos(bl);
  6644. sg->val2 = bl->id;
  6645. }
  6646. else
  6647. sec = 3000; //Couldn't trap it?
  6648. if( sg->unit_id == UNT_ANKLESNARE )
  6649. clif_01ac(&src->bl); // mysterious packet
  6650. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6651. sg->interval = -1;
  6652. src->range = 0;
  6653. }
  6654. break;
  6655. case UNT_VENOMDUST:
  6656. if(tsc && !tsc->data[type])
  6657. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6658. break;
  6659. case UNT_LANDMINE:
  6660. case UNT_CLAYMORETRAP:
  6661. case UNT_BLASTMINE:
  6662. case UNT_SHOCKWAVE:
  6663. case UNT_SANDMAN:
  6664. case UNT_FLASHER:
  6665. case UNT_FREEZINGTRAP:
  6666. case UNT_FIREPILLAR_ACTIVE:
  6667. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6668. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6669. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6670. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6671. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6672. break;
  6673. case UNT_TALKIEBOX:
  6674. if (sg->src_id == bl->id)
  6675. break;
  6676. if (sg->val2 == 0){
  6677. clif_talkiebox(&src->bl, sg->valstr);
  6678. sg->unit_id = UNT_USED_TRAPS;
  6679. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6680. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6681. sg->val2 = -1;
  6682. }
  6683. break;
  6684. case UNT_LULLABY:
  6685. if (ss->id == bl->id)
  6686. break;
  6687. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6688. break;
  6689. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6690. if (ss->id != bl->id)
  6691. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6692. break;
  6693. case UNT_DISSONANCE:
  6694. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6695. break;
  6696. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6697. {
  6698. int heal;
  6699. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6700. break; // affects self only when soullinked
  6701. heal = sg->val2;
  6702. if(tsc && tsc->data[SC_CRITICALWOUND])
  6703. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6704. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6705. status_heal(bl, heal, 0, 0);
  6706. break;
  6707. }
  6708. case UNT_TATAMIGAESHI:
  6709. case UNT_DEMONSTRATION:
  6710. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6711. break;
  6712. case UNT_GOSPEL:
  6713. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6714. break;
  6715. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6716. { // Support Effect only on party, not guild
  6717. int heal;
  6718. int i = rand()%13; // Positive buff count
  6719. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6720. switch (i)
  6721. {
  6722. case 0: // Heal 1~9999 HP
  6723. heal = rand() %9999+1;
  6724. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6725. status_heal(bl,heal,0,0);
  6726. break;
  6727. case 1: // End all negative status
  6728. status_change_clear_buffs(bl,2);
  6729. if (tsd) clif_gospel_info(tsd, 0x15);
  6730. break;
  6731. case 2: // Immunity to all status
  6732. sc_start(bl,SC_SCRESIST,100,100,time);
  6733. if (tsd) clif_gospel_info(tsd, 0x16);
  6734. break;
  6735. case 3: // MaxHP +100%
  6736. sc_start(bl,SC_INCMHPRATE,100,100,time);
  6737. if (tsd) clif_gospel_info(tsd, 0x17);
  6738. break;
  6739. case 4: // MaxSP +100%
  6740. sc_start(bl,SC_INCMSPRATE,100,100,time);
  6741. if (tsd) clif_gospel_info(tsd, 0x18);
  6742. break;
  6743. case 5: // All stats +20
  6744. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  6745. if (tsd) clif_gospel_info(tsd, 0x19);
  6746. break;
  6747. case 6: // Level 10 Blessing
  6748. sc_start(bl,SC_BLESSING,100,10,time);
  6749. break;
  6750. case 7: // Level 10 Increase AGI
  6751. sc_start(bl,SC_INCREASEAGI,100,10,time);
  6752. break;
  6753. case 8: // Enchant weapon with Holy element
  6754. sc_start(bl,SC_ASPERSIO,100,1,time);
  6755. if (tsd) clif_gospel_info(tsd, 0x1c);
  6756. break;
  6757. case 9: // Enchant armor with Holy element
  6758. sc_start(bl,SC_BENEDICTIO,100,1,time);
  6759. if (tsd) clif_gospel_info(tsd, 0x1d);
  6760. break;
  6761. case 10: // DEF +25%
  6762. sc_start(bl,SC_INCDEFRATE,100,25,time);
  6763. if (tsd) clif_gospel_info(tsd, 0x1e);
  6764. break;
  6765. case 11: // ATK +100%
  6766. sc_start(bl,SC_INCATKRATE,100,100,time);
  6767. if (tsd) clif_gospel_info(tsd, 0x1f);
  6768. break;
  6769. case 12: // HIT/Flee +50
  6770. sc_start(bl,SC_INCHIT,100,50,time);
  6771. sc_start(bl,SC_INCFLEE,100,50,time);
  6772. if (tsd) clif_gospel_info(tsd, 0x20);
  6773. break;
  6774. }
  6775. }
  6776. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6777. { // Offensive Effect
  6778. int i = rand()%9; // Negative buff count
  6779. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  6780. switch (i)
  6781. {
  6782. case 0: // Deal 1~9999 damage
  6783. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6784. break;
  6785. case 1: // Curse
  6786. sc_start(bl,SC_CURSE,100,1,time);
  6787. break;
  6788. case 2: // Blind
  6789. sc_start(bl,SC_BLIND,100,1,time);
  6790. break;
  6791. case 3: // Poison
  6792. sc_start(bl,SC_POISON,100,1,time);
  6793. break;
  6794. case 4: // Level 10 Provoke
  6795. sc_start(bl,SC_PROVOKE,100,10,time);
  6796. break;
  6797. case 5: // DEF -100%
  6798. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  6799. break;
  6800. case 6: // ATK -100%
  6801. sc_start(bl,SC_INCATKRATE,100,-100,time);
  6802. break;
  6803. case 7: // Flee -100%
  6804. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  6805. break;
  6806. case 8: // Speed/ASPD -25%
  6807. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  6808. break;
  6809. }
  6810. }
  6811. break;
  6812. case UNT_BASILICA:
  6813. {
  6814. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  6815. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  6816. { // knock-back any enemy except Boss
  6817. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  6818. clif_fixpos(bl);
  6819. }
  6820. if( sg->src_id != bl->id && i <= 0 )
  6821. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  6822. }
  6823. break;
  6824. case UNT_GRAVITATION:
  6825. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6826. break;
  6827. case UNT_GROUNDDRIFT_WIND:
  6828. case UNT_GROUNDDRIFT_DARK:
  6829. case UNT_GROUNDDRIFT_POISON:
  6830. case UNT_GROUNDDRIFT_WATER:
  6831. case UNT_GROUNDDRIFT_FIRE:
  6832. map_foreachinrange(skill_trap_splash,&src->bl,
  6833. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6834. &src->bl,tick);
  6835. sg->unit_id = UNT_USED_TRAPS;
  6836. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6837. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6838. break;
  6839. }
  6840. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6841. { //Unset magic power.
  6842. swap(sstatus->matk_min, sc->mp_matk_min);
  6843. swap(sstatus->matk_max, sc->mp_matk_max);
  6844. }
  6845. if (bl->type == BL_MOB && ss != bl)
  6846. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6847. return skillid;
  6848. }
  6849. /*==========================================
  6850. * Triggered when a char steps out of a skill cell
  6851. *------------------------------------------*/
  6852. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6853. {
  6854. struct skill_unit_group *sg;
  6855. struct status_change *sc;
  6856. struct status_change_entry *sce;
  6857. enum sc_type type;
  6858. nullpo_retr(0, src);
  6859. nullpo_retr(0, bl);
  6860. nullpo_retr(0, sg=src->group);
  6861. sc = status_get_sc(bl);
  6862. type = status_skill2sc(sg->skill_id);
  6863. sce = (sc && type != -1)?sc->data[type]:NULL;
  6864. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6865. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6866. return 0;
  6867. switch(sg->unit_id){
  6868. case UNT_SAFETYWALL:
  6869. case UNT_PNEUMA:
  6870. if (sce)
  6871. status_change_end(bl,type,-1);
  6872. break;
  6873. case UNT_BASILICA:
  6874. if( sce && sce->val4 == src->bl.id )
  6875. status_change_end(bl,type,-1);
  6876. break;
  6877. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6878. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  6879. status_change_end(bl,type,-1);
  6880. break;
  6881. case UNT_SPIDERWEB:
  6882. {
  6883. struct block_list *target = map_id2bl(sg->val2);
  6884. if (target && target==bl)
  6885. {
  6886. if (sce && sce->val2 == sg->group_id)
  6887. status_change_end(bl,type,-1);
  6888. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6889. }
  6890. break;
  6891. }
  6892. }
  6893. return sg->skill_id;
  6894. }
  6895. /*==========================================
  6896. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  6897. *------------------------------------------*/
  6898. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6899. {
  6900. struct status_change *sc;
  6901. struct status_change_entry *sce;
  6902. enum sc_type type;
  6903. sc = status_get_sc(bl);
  6904. if (sc && !sc->count)
  6905. sc = NULL;
  6906. type = status_skill2sc(skill_id);
  6907. sce = (sc && type != -1)?sc->data[type]:NULL;
  6908. switch (skill_id)
  6909. {
  6910. case WZ_QUAGMIRE:
  6911. if (bl->type==BL_MOB)
  6912. break;
  6913. if (sce)
  6914. status_change_end(bl, type, -1);
  6915. break;
  6916. case BD_LULLABY:
  6917. case BD_RICHMANKIM:
  6918. case BD_ETERNALCHAOS:
  6919. case BD_DRUMBATTLEFIELD:
  6920. case BD_RINGNIBELUNGEN:
  6921. case BD_ROKISWEIL:
  6922. case BD_INTOABYSS:
  6923. case BD_SIEGFRIED:
  6924. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  6925. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6926. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6927. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6928. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6929. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6930. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6931. skill_stop_dancing(bl);
  6932. }
  6933. case MG_SAFETYWALL:
  6934. case AL_PNEUMA:
  6935. case SA_VOLCANO:
  6936. case SA_DELUGE:
  6937. case SA_VIOLENTGALE:
  6938. case CG_HERMODE:
  6939. case HW_GRAVITATION:
  6940. case NJ_SUITON:
  6941. if (sce)
  6942. status_change_end(bl, type, -1);
  6943. break;
  6944. case BA_POEMBRAGI:
  6945. case BA_WHISTLE:
  6946. case BA_ASSASSINCROSS:
  6947. case BA_APPLEIDUN:
  6948. case DC_HUMMING:
  6949. case DC_DONTFORGETME:
  6950. case DC_FORTUNEKISS:
  6951. case DC_SERVICEFORYOU:
  6952. if (sce)
  6953. {
  6954. delete_timer(sce->timer, status_change_timer);
  6955. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6956. //not possible on our current implementation.
  6957. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6958. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6959. }
  6960. break;
  6961. case PF_FOGWALL:
  6962. if (sce)
  6963. {
  6964. status_change_end(bl,type,-1);
  6965. if ((sce=sc->data[SC_BLIND]))
  6966. {
  6967. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6968. status_change_end(bl, SC_BLIND, -1);
  6969. else {
  6970. delete_timer(sce->timer, status_change_timer);
  6971. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6972. }
  6973. }
  6974. }
  6975. break;
  6976. }
  6977. return skill_id;
  6978. }
  6979. /*==========================================
  6980. * Invoked when a unit cell has been placed/removed/deleted.
  6981. * flag values:
  6982. * flag&1: Invoke onplace function (otherwise invoke onout)
  6983. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6984. *------------------------------------------*/
  6985. static int skill_unit_effect (struct block_list* bl, va_list ap)
  6986. {
  6987. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  6988. struct skill_unit_group* group = unit->group;
  6989. unsigned int tick = va_arg(ap,unsigned int);
  6990. unsigned int flag = va_arg(ap,unsigned int);
  6991. int skill_id;
  6992. bool dissonance;
  6993. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  6994. return 0;
  6995. nullpo_retr(0, group);
  6996. dissonance = skill_dance_switch(unit, 0);
  6997. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6998. skill_id = group->skill_id;
  6999. //Target-type check.
  7000. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  7001. {
  7002. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  7003. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  7004. }
  7005. else
  7006. {
  7007. if( flag&1 )
  7008. skill_unit_onplace(unit,bl,tick);
  7009. else
  7010. skill_unit_onout(unit,bl,tick);
  7011. if( flag&4 )
  7012. skill_unit_onleft(skill_id, bl, tick);
  7013. }
  7014. if( dissonance ) skill_dance_switch(unit, 1);
  7015. return 0;
  7016. }
  7017. /*==========================================
  7018. *
  7019. *------------------------------------------*/
  7020. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7021. {
  7022. struct skill_unit_group *sg;
  7023. nullpo_retr(0, src);
  7024. nullpo_retr(0, sg=src->group);
  7025. switch( sg->unit_id )
  7026. {
  7027. case UNT_SKIDTRAP:
  7028. case UNT_LANDMINE:
  7029. case UNT_SHOCKWAVE:
  7030. case UNT_SANDMAN:
  7031. case UNT_FLASHER:
  7032. case UNT_FREEZINGTRAP:
  7033. case UNT_TALKIEBOX:
  7034. case UNT_ANKLESNARE:
  7035. case UNT_ICEWALL:
  7036. src->val1-=damage;
  7037. break;
  7038. case UNT_BLASTMINE:
  7039. case UNT_CLAYMORETRAP:
  7040. skill_blown(bl, &src->bl, 2, -1, 0);
  7041. break;
  7042. default:
  7043. damage = 0;
  7044. break;
  7045. }
  7046. return damage;
  7047. }
  7048. /*==========================================
  7049. *
  7050. *------------------------------------------*/
  7051. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7052. {
  7053. int *c, skillid;
  7054. struct block_list *src;
  7055. struct map_session_data *sd;
  7056. struct map_session_data *tsd;
  7057. int *p_sd; //Contains the list of characters found.
  7058. nullpo_retr(0, bl);
  7059. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7060. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7061. nullpo_retr(0, sd=(struct map_session_data*)src);
  7062. c=va_arg(ap,int *);
  7063. p_sd = va_arg(ap, int *);
  7064. skillid = va_arg(ap,int);
  7065. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7066. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7067. if (bl == src)
  7068. return 0;
  7069. if(pc_isdead(tsd))
  7070. return 0;
  7071. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  7072. return 0;
  7073. switch(skillid)
  7074. {
  7075. case PR_BENEDICTIO:
  7076. {
  7077. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7078. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7079. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7080. && sd->status.sp >= 10)
  7081. p_sd[(*c)++]=tsd->bl.id;
  7082. return 1;
  7083. }
  7084. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7085. {
  7086. int skilllv;
  7087. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7088. return 0;
  7089. if (sd->status.sex != tsd->status.sex &&
  7090. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7091. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7092. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7093. sd->status.party_id && tsd->status.party_id &&
  7094. sd->status.party_id == tsd->status.party_id &&
  7095. !tsd->sc.data[SC_DANCING])
  7096. {
  7097. p_sd[(*c)++]=tsd->bl.id;
  7098. return skilllv;
  7099. } else {
  7100. return 0;
  7101. }
  7102. }
  7103. break;
  7104. }
  7105. return 0;
  7106. }
  7107. /*==========================================
  7108. * Checks and stores partners for ensemble skills [Skotlex]
  7109. *------------------------------------------*/
  7110. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  7111. {
  7112. static int c=0;
  7113. static int p_sd[2] = { 0, 0 };
  7114. int i;
  7115. if (!battle_config.player_skill_partner_check ||
  7116. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7117. return 99; //As if there were infinite partners.
  7118. if (cast_flag)
  7119. { //Execute the skill on the partners.
  7120. struct map_session_data* tsd;
  7121. switch (skill_id)
  7122. {
  7123. case PR_BENEDICTIO:
  7124. for (i = 0; i < c; i++)
  7125. {
  7126. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7127. status_charge(&tsd->bl, 0, 10);
  7128. }
  7129. return c;
  7130. default: //Warning: Assuming Ensemble skills here (for speed)
  7131. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  7132. {
  7133. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  7134. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7135. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7136. tsd->skillid_dance = skill_id;
  7137. tsd->skilllv_dance = *skill_lv;
  7138. }
  7139. return c;
  7140. }
  7141. }
  7142. //Else: new search for partners.
  7143. c = 0;
  7144. memset (p_sd, 0, sizeof(p_sd));
  7145. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7146. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7147. *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.
  7148. return c;
  7149. }
  7150. /*==========================================
  7151. *
  7152. *------------------------------------------*/
  7153. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7154. {
  7155. int *c,src_id,mob_class,skill;
  7156. struct mob_data *md;
  7157. md=(struct mob_data*)bl;
  7158. src_id=va_arg(ap,int);
  7159. mob_class=va_arg(ap,int);
  7160. skill=va_arg(ap,int);
  7161. c=va_arg(ap,int *);
  7162. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  7163. return 0; //Non alchemist summoned mobs have nothing to do here.
  7164. if(md->class_==mob_class)
  7165. (*c)++;
  7166. return 1;
  7167. }
  7168. /*==========================================
  7169. * Determines if a given skill should be made to consume ammo
  7170. * when used by the player. [Skotlex]
  7171. *------------------------------------------*/
  7172. int skill_isammotype (struct map_session_data *sd, int skill)
  7173. {
  7174. return (
  7175. battle_config.arrow_decrement==2 &&
  7176. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7177. skill != HT_PHANTASMIC &&
  7178. skill_get_type(skill) == BF_WEAPON &&
  7179. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7180. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7181. );
  7182. }
  7183. /*==========================================
  7184. * Checks that you have the requirements for casting a skill.
  7185. * Flag:
  7186. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7187. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7188. *------------------------------------------*/
  7189. int skill_check_condition(struct map_session_data* sd, short skill, short lv, int type)
  7190. {
  7191. struct status_data *status;
  7192. struct status_change *sc;
  7193. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7194. int itemid[10],amount[10];
  7195. char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete
  7196. nullpo_retr(0, sd);
  7197. if (lv <= 0 || sd->chatID) return 0;
  7198. if( battle_config.gm_skilluncond &&
  7199. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7200. sd->skillitem != skill)
  7201. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7202. sd->skillitem = sd->skillitemlv = 0;
  7203. //Need to do arrow state check.
  7204. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  7205. //Need to do Spiritball check.
  7206. sd->spiritball_old = sd->spiritball;
  7207. return 1;
  7208. }
  7209. status = &sd->battle_status;
  7210. sc = &sd->sc;
  7211. if (!sc->count)
  7212. sc = NULL;
  7213. if(pc_is90overweight(sd)) {
  7214. clif_skill_fail(sd,skill,9,0);
  7215. sd->skillitem = sd->skillitemlv = 0;
  7216. return 0;
  7217. }
  7218. if (sd->state.abra_flag)
  7219. {
  7220. if (sd->skillitem != skill)
  7221. { //Cancelled, using a different skill.
  7222. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7223. } else {
  7224. //Abracadabra skill, skip requisites!
  7225. if(type&1)
  7226. { //Clear out the data.
  7227. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7228. }
  7229. return 1;
  7230. }
  7231. }
  7232. if (sd->menuskill_id == AM_PHARMACY &&
  7233. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7234. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7235. )) {
  7236. sd->skillitem = sd->skillitemlv = 0;
  7237. return 0;
  7238. }
  7239. if(sd->skillitem == skill) {
  7240. if(!type) //When a target was selected
  7241. { //Consume items that were skipped in pc_use_item [Skotlex]
  7242. if((i = sd->itemindex) == -1 ||
  7243. sd->status.inventory[i].nameid != sd->itemid ||
  7244. sd->inventory_data[i] == NULL ||
  7245. !sd->inventory_data[i]->flag.delay_consume ||
  7246. sd->status.inventory[i].amount < 1
  7247. )
  7248. { //Something went wrong, item exploit?
  7249. sd->itemid = sd->itemindex = -1;
  7250. return 0;
  7251. }
  7252. //Consume
  7253. sd->itemid = sd->itemindex = -1;
  7254. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  7255. ; //Do not consume item.
  7256. else if( sd->status.inventory[i].expire_time == 0 )
  7257. pc_delitem(sd,i,1,0); // Rental usable items are not consumed until expiration
  7258. }
  7259. if (type&1) //Casting finished
  7260. sd->skillitem = sd->skillitemlv = 0;
  7261. return 1;
  7262. }
  7263. //Code speedup, rather than using skill_get_* over and over again.
  7264. j = skill_get_index(skill);
  7265. if( j == 0 ) // invalid skill id
  7266. return 0;
  7267. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7268. return 0;
  7269. hp = skill_db[j].hp[lv-1];
  7270. sp = skill_db[j].sp[lv-1];
  7271. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7272. sp=sp/2;
  7273. hp_rate = skill_db[j].hp_rate[lv-1];
  7274. sp_rate = skill_db[j].sp_rate[lv-1];
  7275. zeny = skill_db[j].zeny[lv-1];
  7276. weapon = skill_db[j].weapon;
  7277. ammo = skill_db[j].ammo;
  7278. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7279. state = skill_db[j].state;
  7280. spiritball = skill_db[j].spiritball[lv-1];
  7281. mhp = skill_db[j].mhp[lv-1];
  7282. for(i = 0; i < 10; i++) {
  7283. itemid[i] = skill_db[j].itemid[i];
  7284. amount[i] = skill_db[j].amount[i];
  7285. }
  7286. if(mhp > 0 && get_percentage(status->hp, status->max_hp) > mhp) {
  7287. //mhp is the max-hp-requirement, that is,
  7288. //you must have this % or less of HP to cast it.
  7289. clif_skill_fail(sd,skill,2,0);
  7290. return 0;
  7291. }
  7292. if(hp_rate > 0)
  7293. hp += (status->hp * hp_rate)/100;
  7294. else
  7295. hp += (status->max_hp * (-hp_rate))/100;
  7296. if(sp_rate > 0)
  7297. sp += (status->sp * sp_rate)/100;
  7298. else
  7299. sp += (status->max_sp * (-sp_rate))/100;
  7300. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  7301. { //Assume this skill is using the weapon, therefore it requires arrows.
  7302. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7303. ammo_qty = 1;
  7304. }
  7305. //Can only update state when weapon/arrow info is checked.
  7306. if (weapon) sd->state.arrow_atk = ammo?1:0;
  7307. switch(skill) { // Check for cost reductions due to skills & SCs
  7308. case MC_MAMMONITE:
  7309. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7310. zeny -= zeny*10/100;
  7311. break;
  7312. case AL_HOLYLIGHT:
  7313. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  7314. sp *= 5;
  7315. break;
  7316. case SL_SMA:
  7317. case SL_STUN:
  7318. case SL_STIN:
  7319. {
  7320. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7321. if(kaina_lv==0 || sd->status.base_level<70)
  7322. break;
  7323. if(sd->status.base_level>=90)
  7324. sp -= sp*7*kaina_lv/100;
  7325. else if(sd->status.base_level>=80)
  7326. sp -= sp*5*kaina_lv/100;
  7327. else if(sd->status.base_level>=70)
  7328. sp -= sp*3*kaina_lv/100;
  7329. }
  7330. break;
  7331. case MO_TRIPLEATTACK:
  7332. case MO_CHAINCOMBO:
  7333. case MO_COMBOFINISH:
  7334. case CH_TIGERFIST:
  7335. case CH_CHAINCRUSH:
  7336. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  7337. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7338. break;
  7339. }
  7340. if(sd->dsprate!=100)
  7341. sp=sp*sd->dsprate/100;
  7342. // perform skill-specific checks (and actions)
  7343. switch( skill )
  7344. {
  7345. case SA_CASTCANCEL:
  7346. if(sd->ud.skilltimer == -1) {
  7347. clif_skill_fail(sd,skill,0,0);
  7348. return 0;
  7349. }
  7350. break;
  7351. case BS_MAXIMIZE:
  7352. case NV_TRICKDEAD:
  7353. case TF_HIDING:
  7354. case AS_CLOAKING:
  7355. case CR_AUTOGUARD:
  7356. case ML_AUTOGUARD:
  7357. case CR_DEFENDER:
  7358. case ML_DEFENDER:
  7359. case ST_CHASEWALK:
  7360. case PA_GOSPEL:
  7361. case CR_SHRINK:
  7362. case TK_RUN:
  7363. case GS_GATLINGFEVER:
  7364. if(sc && sc->data[status_skill2sc(skill)])
  7365. return 1; //Allow turning off.
  7366. break;
  7367. case AL_WARP:
  7368. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7369. item_flag = 1;
  7370. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7371. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7372. return 0;
  7373. }
  7374. break;
  7375. case MO_CALLSPIRITS:
  7376. if(sd->spiritball >= lv) {
  7377. clif_skill_fail(sd,skill,0,0);
  7378. return 0;
  7379. }
  7380. break;
  7381. case MO_FINGEROFFENSIVE: //謖�シセ
  7382. case GS_FLING:
  7383. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7384. spiritball = sd->spiritball;
  7385. sd->spiritball_old = sd->spiritball;
  7386. }
  7387. else sd->spiritball_old = spiritball;
  7388. break;
  7389. case MO_BODYRELOCATION:
  7390. if (sc && sc->data[SC_EXPLOSIONSPIRITS])
  7391. spiritball = 0;
  7392. break;
  7393. case MO_CHAINCOMBO:
  7394. if(!sc)
  7395. return 0;
  7396. if(sc->data[SC_BLADESTOP])
  7397. break;
  7398. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  7399. break;
  7400. return 0;
  7401. case MO_COMBOFINISH:
  7402. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  7403. return 0;
  7404. break;
  7405. case CH_TIGERFIST:
  7406. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  7407. return 0;
  7408. break;
  7409. case CH_CHAINCRUSH:
  7410. if(!(sc && sc->data[SC_COMBO]))
  7411. return 0;
  7412. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  7413. return 0;
  7414. break;
  7415. case MO_EXTREMITYFIST:
  7416. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  7417. // return 0;
  7418. if(sc && sc->data[SC_BLADESTOP])
  7419. spiritball--;
  7420. else if (sc && sc->data[SC_COMBO]) {
  7421. switch(sc->data[SC_COMBO]->val1) {
  7422. case MO_COMBOFINISH:
  7423. spiritball = 4;
  7424. break;
  7425. case CH_TIGERFIST:
  7426. spiritball = 3;
  7427. break;
  7428. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7429. spiritball = sd->spiritball?sd->spiritball:1;
  7430. break;
  7431. default:
  7432. return 0;
  7433. }
  7434. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7435. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7436. clif_skill_fail(sd,skill,0,0);
  7437. return 0;
  7438. }
  7439. break;
  7440. case TK_MISSION:
  7441. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  7442. {// Cannot be used by Non-Taekwon classes
  7443. clif_skill_fail(sd,skill,0,0);
  7444. return 0;
  7445. }
  7446. break;
  7447. case TK_READYCOUNTER:
  7448. case TK_READYDOWN:
  7449. case TK_READYSTORM:
  7450. case TK_READYTURN:
  7451. if(sc && sc->data[status_skill2sc(skill)])
  7452. return 1; //Enable disabling them regardless of who you are.
  7453. case TK_JUMPKICK:
  7454. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  7455. {// Soul Linkers cannot use this skill
  7456. clif_skill_fail(sd,skill,0,0);
  7457. return 0;
  7458. }
  7459. break;
  7460. case TK_TURNKICK:
  7461. case TK_STORMKICK:
  7462. case TK_DOWNKICK:
  7463. case TK_COUNTER:
  7464. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7465. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7466. if(!(sc && sc->data[SC_COMBO]))
  7467. return 0; //Combo needs to be ready
  7468. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7469. { //Unlimited Combo
  7470. if (skill == sd->skillid_old) {
  7471. status_change_end(&sd->bl, SC_COMBO, -1);
  7472. sd->skillid_old = sd->skilllv_old = 0;
  7473. return 0; //Can't repeat previous combo skill.
  7474. }
  7475. break;
  7476. }
  7477. if(sc->data[SC_COMBO]->val1 != skill)
  7478. { //Cancel combo wait.
  7479. unit_cancel_combo(&sd->bl);
  7480. return 0;
  7481. }
  7482. break; //Combo ready.
  7483. case BD_ADAPTATION:
  7484. {
  7485. int time;
  7486. if(!(sc && sc->data[SC_DANCING]))
  7487. {
  7488. clif_skill_fail(sd,skill,0,0);
  7489. return 0;
  7490. }
  7491. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7492. if (skill_get_time(
  7493. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7494. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7495. - time <= skill_get_time2(skill,lv))
  7496. {
  7497. clif_skill_fail(sd,skill,0,0);
  7498. return 0;
  7499. }
  7500. }
  7501. break;
  7502. case PR_BENEDICTIO:
  7503. if (!(type&1))
  7504. { //Started casting.
  7505. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7506. {
  7507. clif_skill_fail(sd,skill,0,0);
  7508. return 0;
  7509. }
  7510. }
  7511. else
  7512. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7513. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7514. break;
  7515. case AM_CANNIBALIZE:
  7516. case AM_SPHEREMINE:
  7517. if(type&1){
  7518. int c=0;
  7519. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7520. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7521. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7522. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7523. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7524. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7525. if(c >= maxcount ||
  7526. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7527. { //Fails when: exceed max limit. There are other plant types already out.
  7528. clif_skill_fail(sd,skill,0,0);
  7529. return 0;
  7530. }
  7531. }
  7532. }
  7533. break;
  7534. case WZ_FIREPILLAR: // celest
  7535. if (lv <= 5) // no gems required at level 1-5
  7536. itemid[0] = 0;
  7537. break;
  7538. case SL_SMA:
  7539. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7540. if(!(sc && sc->data[SC_SMA]))
  7541. return 0;
  7542. break;
  7543. case HT_POWER:
  7544. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7545. return 0;
  7546. break;
  7547. case AM_BERSERKPITCHER:
  7548. case AM_POTIONPITCHER:
  7549. case CR_SLIMPITCHER:
  7550. case MG_STONECURSE:
  7551. case CR_CULTIVATION:
  7552. case SA_FLAMELAUNCHER:
  7553. case SA_FROSTWEAPON:
  7554. case SA_LIGHTNINGLOADER:
  7555. case SA_SEISMICWEAPON:
  7556. item_flag = 1;
  7557. break;
  7558. case SA_DELUGE:
  7559. case SA_VOLCANO:
  7560. case SA_VIOLENTGALE:
  7561. { //Does not consumes if the skill is already active. [Skotlex]
  7562. struct skill_unit_group *sg;
  7563. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7564. (
  7565. sg->skill_id == SA_VOLCANO ||
  7566. sg->skill_id == SA_DELUGE ||
  7567. sg->skill_id == SA_VIOLENTGALE
  7568. )) {
  7569. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7570. item_flag = 0;
  7571. else
  7572. sg->limit = 0; //Disable it.
  7573. }
  7574. break;
  7575. }
  7576. case CG_HERMODE:
  7577. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7578. {
  7579. clif_skill_fail(sd,skill,0,0);
  7580. return 0;
  7581. }
  7582. break;
  7583. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7584. {
  7585. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7586. int size = range*2+1;
  7587. for (i=0;i<size*size;i++) {
  7588. x = sd->bl.x+(i%size-range);
  7589. y = sd->bl.y+(i/size-range);
  7590. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7591. clif_skill_fail(sd,skill,0,0);
  7592. return 0;
  7593. }
  7594. }
  7595. }
  7596. break;
  7597. case PR_REDEMPTIO:
  7598. {
  7599. int exp;
  7600. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  7601. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  7602. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7603. return 0;
  7604. }
  7605. break;
  7606. }
  7607. case AM_TWILIGHT2:
  7608. case AM_TWILIGHT3:
  7609. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7610. {
  7611. clif_skill_fail(sd,skill,0,0);
  7612. return 0;
  7613. }
  7614. break;
  7615. case SG_SUN_WARM:
  7616. case SG_MOON_WARM:
  7617. case SG_STAR_WARM:
  7618. if (sc && sc->data[SC_MIRACLE])
  7619. break;
  7620. i = skill-SG_SUN_WARM;
  7621. if (sd->bl.m == sd->feel_map[i].m)
  7622. break;
  7623. clif_skill_fail(sd,skill,0,0);
  7624. return 0;
  7625. break;
  7626. case SG_SUN_COMFORT:
  7627. case SG_MOON_COMFORT:
  7628. case SG_STAR_COMFORT:
  7629. if (sc && sc->data[SC_MIRACLE])
  7630. break;
  7631. i = skill-SG_SUN_COMFORT;
  7632. if (sd->bl.m == sd->feel_map[i].m &&
  7633. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7634. break;
  7635. clif_skill_fail(sd,skill,0,0);
  7636. return 0;
  7637. case SG_FUSION:
  7638. if (sc && sc->data[SC_FUSION])
  7639. return 1;
  7640. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7641. break;
  7642. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7643. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  7644. if(sp>0 && !type)
  7645. {
  7646. if (status->sp < (unsigned int)sp)
  7647. clif_skill_fail(sd,skill,1,0);
  7648. else
  7649. status_zap(&sd->bl, 0, sp);
  7650. }
  7651. return 0;
  7652. case GD_BATTLEORDER:
  7653. case GD_REGENERATION:
  7654. case GD_RESTORE:
  7655. if (!map_flag_gvg2(sd->bl.m)) {
  7656. clif_skill_fail(sd,skill,0,0);
  7657. return 0;
  7658. }
  7659. case GD_EMERGENCYCALL:
  7660. // other checks were already done in skillnotok()
  7661. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7662. return 0;
  7663. break;
  7664. case GS_GLITTERING:
  7665. if(sd->spiritball >= 10) {
  7666. clif_skill_fail(sd,skill,0,0);
  7667. return 0;
  7668. }
  7669. break;
  7670. case NJ_ISSEN:
  7671. if (status->hp < 2) {
  7672. clif_skill_fail(sd,skill,0,0);
  7673. return 0;
  7674. }
  7675. case NJ_BUNSINJYUTSU:
  7676. if (!(sc && sc->data[SC_NEN])) {
  7677. clif_skill_fail(sd,skill,0,0);
  7678. return 0;
  7679. }
  7680. break;
  7681. case NJ_ZENYNAGE:
  7682. if(sd->status.zeny < zeny) {
  7683. clif_skill_fail(sd,skill,5,0);
  7684. return 0;
  7685. }
  7686. zeny = 0; //Zeny is reduced on skill_attack.
  7687. break;
  7688. case PF_HPCONVERSION:
  7689. if (status->sp == status->max_sp)
  7690. return 0; //Unusable when at full SP.
  7691. break;
  7692. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7693. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7694. clif_skill_fail(sd,skill,0,0);
  7695. return 0;
  7696. }
  7697. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7698. item_flag = 0;
  7699. break;
  7700. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7701. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7702. {
  7703. clif_skill_fail(sd,skill,0,0);
  7704. return 0;
  7705. }
  7706. break;
  7707. }
  7708. if(!(type&2)){
  7709. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7710. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7711. return 0;
  7712. }
  7713. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7714. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7715. return 0;
  7716. }
  7717. if(zeny>0 && sd->status.zeny < zeny) {
  7718. clif_skill_fail(sd,skill,5,0);
  7719. return 0;
  7720. }
  7721. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7722. clif_skill_fail(sd,skill,6,0);
  7723. return 0;
  7724. }
  7725. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7726. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7727. !sd->inventory_data[i] ||
  7728. sd->status.inventory[i].amount < ammo_qty
  7729. ) {
  7730. clif_arrow_fail(sd,0);
  7731. return 0;
  7732. }
  7733. if (!(ammo&1<<sd->inventory_data[i]->look))
  7734. { //Ammo type check. Send the "wrong weapon type" message
  7735. //which is the closest we have to wrong ammo type. [Skotlex]
  7736. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7737. //clif_skill_fail(sd,skill,6,0);
  7738. return 0;
  7739. }
  7740. }
  7741. if( spiritball > 0 && sd->spiritball < spiritball) {
  7742. clif_skill_fail(sd,skill,0,0);
  7743. return 0;
  7744. }
  7745. }
  7746. switch(state) {
  7747. case ST_HIDING:
  7748. if(!(sc && sc->option&OPTION_HIDE)) {
  7749. clif_skill_fail(sd,skill,0,0);
  7750. return 0;
  7751. }
  7752. break;
  7753. case ST_CLOAKING:
  7754. if(!pc_iscloaking(sd)) {
  7755. clif_skill_fail(sd,skill,0,0);
  7756. return 0;
  7757. }
  7758. break;
  7759. case ST_HIDDEN:
  7760. if(!pc_ishiding(sd)) {
  7761. clif_skill_fail(sd,skill,0,0);
  7762. return 0;
  7763. }
  7764. break;
  7765. case ST_RIDING:
  7766. if(!pc_isriding(sd)) {
  7767. clif_skill_fail(sd,skill,0,0);
  7768. return 0;
  7769. }
  7770. break;
  7771. case ST_FALCON:
  7772. if(!pc_isfalcon(sd)) {
  7773. clif_skill_fail(sd,skill,0,0);
  7774. return 0;
  7775. }
  7776. break;
  7777. case ST_CARTBOOST:
  7778. if(!(sc && sc->data[SC_CARTBOOST])) {
  7779. clif_skill_fail(sd,skill,0,0);
  7780. return 0;
  7781. }
  7782. case ST_CART:
  7783. if(!pc_iscarton(sd)) {
  7784. clif_skill_fail(sd,skill,0,0);
  7785. return 0;
  7786. }
  7787. break;
  7788. case ST_SHIELD:
  7789. if(sd->status.shield <= 0) {
  7790. clif_skill_fail(sd,skill,0,0);
  7791. return 0;
  7792. }
  7793. break;
  7794. case ST_SIGHT:
  7795. if(!(sc && sc->data[SC_SIGHT])) {
  7796. clif_skill_fail(sd,skill,0,0);
  7797. return 0;
  7798. }
  7799. break;
  7800. case ST_EXPLOSIONSPIRITS:
  7801. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7802. clif_skill_fail(sd,skill,0,0);
  7803. return 0;
  7804. }
  7805. break;
  7806. case ST_RECOV_WEIGHT_RATE:
  7807. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7808. clif_skill_fail(sd,skill,0,0);
  7809. return 0;
  7810. }
  7811. break;
  7812. case ST_MOVE_ENABLE:
  7813. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7814. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7815. if (!unit_can_move(&sd->bl)) {
  7816. clif_skill_fail(sd,skill,0,0);
  7817. return 0;
  7818. }
  7819. break;
  7820. case ST_WATER:
  7821. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7822. break;
  7823. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7824. break;
  7825. clif_skill_fail(sd,skill,0,0);
  7826. return 0;
  7827. }
  7828. if(!(type&1))
  7829. return 1; // consumption only happens on cast-end
  7830. if( item_flag )
  7831. {
  7832. int index[ARRAYLENGTH(itemid)];
  7833. // Check consumed items and reduce required amounts
  7834. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7835. {
  7836. index[i] = -1;
  7837. if( itemid[i] <= 0 )
  7838. continue;// no item
  7839. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
  7840. {
  7841. if( sd->special_state.no_gemstone )
  7842. { //Make it substract 1 gem rather than skipping the cost.
  7843. if( --amount[i] < 1 )
  7844. continue;
  7845. }
  7846. if(sc && sc->data[SC_INTOABYSS])
  7847. {
  7848. if( skill != SA_ABRACADABRA )
  7849. continue;
  7850. else if( --amount[i] < 1 )
  7851. amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  7852. }
  7853. }
  7854. if((skill == AM_POTIONPITCHER ||
  7855. skill == CR_SLIMPITCHER ||
  7856. skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex]
  7857. continue;
  7858. index[i] = pc_search_inventory(sd,itemid[i]);
  7859. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7860. if( itemid[i] == ITEMID_RED_GEMSTONE )
  7861. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7862. else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
  7863. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7864. else
  7865. clif_skill_fail(sd,skill,0,0);
  7866. return 0;
  7867. }
  7868. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
  7869. sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  7870. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7871. }
  7872. // Consume items
  7873. if (item_flag==2)
  7874. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7875. {
  7876. if(index[i] >= 0)
  7877. pc_delitem(sd,index[i],amount[i],0);
  7878. }
  7879. }
  7880. if(type&2)
  7881. return 1;
  7882. if(sp || hp)
  7883. status_zap(&sd->bl, hp, sp);
  7884. if(zeny > 0) // Zeny豸郁イサ
  7885. pc_payzeny(sd,zeny);
  7886. if(spiritball > 0)
  7887. pc_delspiritball(sd,spiritball,0);
  7888. return 1;
  7889. }
  7890. /*==========================================
  7891. * Does cast-time reductions based on dex, item bonuses and config setting
  7892. *------------------------------------------*/
  7893. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7894. {
  7895. int time = skill_get_cast(skill_id, skill_lv);
  7896. struct map_session_data *sd;
  7897. struct status_change *sc;
  7898. nullpo_retr(0, bl);
  7899. sd = BL_CAST(BL_PC, bl);
  7900. sc = status_get_sc(bl);
  7901. // calculate base cast time (reduced by dex)
  7902. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )
  7903. {
  7904. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7905. if( scale > 0 ) // not instant cast
  7906. time = time * scale / battle_config.castrate_dex_scale;
  7907. else return 0; // instant cast
  7908. }
  7909. // calculate cast time reduced by item/card bonuses
  7910. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  7911. {
  7912. int i;
  7913. if( sd->castrate != 100 )
  7914. time = time * sd->castrate / 100;
  7915. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  7916. {
  7917. if( sd->skillcast[i].id == skill_id )
  7918. {
  7919. time+= time * sd->skillcast[i].val / 100;
  7920. break;
  7921. }
  7922. }
  7923. }
  7924. if( sc && sc->count && sc->data[SC_SKILLCASTRATE] && (sc->data[SC_SKILLCASTRATE]->val1 == skill_id || sc->data[SC_SKILLCASTRATE]->val2 == skill_id || sc->data[SC_SKILLCASTRATE]->val3 == skill_id) )
  7925. time += time * sc->data[SC_SKILLCASTRATE]->val4 / 100;
  7926. // config cast time multiplier
  7927. if (battle_config.cast_rate != 100)
  7928. time = time * battle_config.cast_rate / 100;
  7929. // return final cast time
  7930. return (time > 0) ? time : 0;
  7931. }
  7932. /*==========================================
  7933. * Does cast-time reductions based on sc data.
  7934. *------------------------------------------*/
  7935. int skill_castfix_sc (struct block_list *bl, int time)
  7936. {
  7937. struct status_change *sc = status_get_sc(bl);
  7938. if (sc && sc->count) {
  7939. if (sc->data[SC_SLOWCAST])
  7940. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  7941. if (sc->data[SC_FASTCAST])
  7942. time -= time * sc->data[SC_FASTCAST]->val1 / 100;
  7943. if (sc->data[SC_SUFFRAGIUM]) {
  7944. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  7945. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7946. }
  7947. if (sc->data[SC_MEMORIZE]) {
  7948. time>>=1;
  7949. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  7950. status_change_end(bl, SC_MEMORIZE, -1);
  7951. }
  7952. if (sc->data[SC_POEMBRAGI])
  7953. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  7954. }
  7955. return (time > 0) ? time : 0;
  7956. }
  7957. /*==========================================
  7958. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  7959. *------------------------------------------*/
  7960. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7961. {
  7962. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7963. int time = skill_get_delay(skill_id, skill_lv);
  7964. struct map_session_data *sd;
  7965. struct status_change *sc = status_get_sc(bl);
  7966. nullpo_retr(0, bl);
  7967. sd = BL_CAST(BL_PC, bl);
  7968. if (skill_id == SA_ABRACADABRA)
  7969. return 0; //Will use picked skill's delay.
  7970. if (bl->type&battle_config.no_skill_delay)
  7971. return battle_config.min_skill_delay_limit;
  7972. if (time < 0)
  7973. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  7974. // Delay reductions
  7975. switch (skill_id)
  7976. { //Monk combo skills have their delay reduced by agi/dex.
  7977. case MO_TRIPLEATTACK:
  7978. case MO_CHAINCOMBO:
  7979. case MO_COMBOFINISH:
  7980. case CH_TIGERFIST:
  7981. case CH_CHAINCRUSH:
  7982. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  7983. break;
  7984. case HP_BASILICA:
  7985. if( sc && !sc->data[SC_BASILICA] )
  7986. time = 0; // There is no Delay on Basilica creation, only on cancel
  7987. break;
  7988. default:
  7989. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7990. { // if skill delay is allowed to be reduced by dex
  7991. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7992. if (scale > 0)
  7993. time = time * scale / battle_config.castrate_dex_scale;
  7994. else //To be capped later to minimum.
  7995. time = 0;
  7996. }
  7997. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  7998. { // if skill delay is allowed to be reduced by agi
  7999. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  8000. if (scale > 0)
  8001. time = time * scale / battle_config.castrate_dex_scale;
  8002. else //To be capped later to minimum.
  8003. time = 0;
  8004. }
  8005. }
  8006. if ( sc && sc->data[SC_SPIRIT] )
  8007. {
  8008. switch (skill_id) {
  8009. case CR_SHIELDBOOMERANG:
  8010. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  8011. time /= 2;
  8012. break;
  8013. case AS_SONICBLOW:
  8014. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  8015. time /= 2;
  8016. break;
  8017. }
  8018. }
  8019. if (!(delaynodex&2))
  8020. {
  8021. if (sc && sc->count) {
  8022. if (sc->data[SC_POEMBRAGI])
  8023. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  8024. }
  8025. }
  8026. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  8027. time = time * sd->delayrate / 100;
  8028. if (battle_config.delay_rate != 100)
  8029. time = time * battle_config.delay_rate / 100;
  8030. if (time < status_get_amotion(bl))
  8031. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  8032. return max(time, battle_config.min_skill_delay_limit);
  8033. }
  8034. /*=========================================
  8035. *
  8036. *-----------------------------------------*/
  8037. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8038. {
  8039. nullpo_retv(tc);
  8040. if(dir == 0){
  8041. tc->val1[0]=x-2;
  8042. tc->val1[1]=x-1;
  8043. tc->val1[2]=x;
  8044. tc->val1[3]=x+1;
  8045. tc->val1[4]=x+2;
  8046. tc->val2[0]=
  8047. tc->val2[1]=
  8048. tc->val2[2]=
  8049. tc->val2[3]=
  8050. tc->val2[4]=y-1;
  8051. }
  8052. else if(dir==2){
  8053. tc->val1[0]=
  8054. tc->val1[1]=
  8055. tc->val1[2]=
  8056. tc->val1[3]=
  8057. tc->val1[4]=x+1;
  8058. tc->val2[0]=y+2;
  8059. tc->val2[1]=y+1;
  8060. tc->val2[2]=y;
  8061. tc->val2[3]=y-1;
  8062. tc->val2[4]=y-2;
  8063. }
  8064. else if(dir==4){
  8065. tc->val1[0]=x-2;
  8066. tc->val1[1]=x-1;
  8067. tc->val1[2]=x;
  8068. tc->val1[3]=x+1;
  8069. tc->val1[4]=x+2;
  8070. tc->val2[0]=
  8071. tc->val2[1]=
  8072. tc->val2[2]=
  8073. tc->val2[3]=
  8074. tc->val2[4]=y+1;
  8075. }
  8076. else if(dir==6){
  8077. tc->val1[0]=
  8078. tc->val1[1]=
  8079. tc->val1[2]=
  8080. tc->val1[3]=
  8081. tc->val1[4]=x-1;
  8082. tc->val2[0]=y+2;
  8083. tc->val2[1]=y+1;
  8084. tc->val2[2]=y;
  8085. tc->val2[3]=y-1;
  8086. tc->val2[4]=y-2;
  8087. }
  8088. else if(dir==1){
  8089. tc->val1[0]=x-1;
  8090. tc->val1[1]=x;
  8091. tc->val1[2]=x+1;
  8092. tc->val1[3]=x+2;
  8093. tc->val1[4]=x+3;
  8094. tc->val2[0]=y-4;
  8095. tc->val2[1]=y-3;
  8096. tc->val2[2]=y-1;
  8097. tc->val2[3]=y;
  8098. tc->val2[4]=y+1;
  8099. }
  8100. else if(dir==3){
  8101. tc->val1[0]=x+3;
  8102. tc->val1[1]=x+2;
  8103. tc->val1[2]=x+1;
  8104. tc->val1[3]=x;
  8105. tc->val1[4]=x-1;
  8106. tc->val2[0]=y-1;
  8107. tc->val2[1]=y;
  8108. tc->val2[2]=y+1;
  8109. tc->val2[3]=y+2;
  8110. tc->val2[4]=y+3;
  8111. }
  8112. else if(dir==5){
  8113. tc->val1[0]=x+1;
  8114. tc->val1[1]=x;
  8115. tc->val1[2]=x-1;
  8116. tc->val1[3]=x-2;
  8117. tc->val1[4]=x-3;
  8118. tc->val2[0]=y+3;
  8119. tc->val2[1]=y+2;
  8120. tc->val2[2]=y+1;
  8121. tc->val2[3]=y;
  8122. tc->val2[4]=y-1;
  8123. }
  8124. else if(dir==7){
  8125. tc->val1[0]=x-3;
  8126. tc->val1[1]=x-2;
  8127. tc->val1[2]=x-1;
  8128. tc->val1[3]=x;
  8129. tc->val1[4]=x+1;
  8130. tc->val2[1]=y;
  8131. tc->val2[0]=y+1;
  8132. tc->val2[2]=y-1;
  8133. tc->val2[3]=y-2;
  8134. tc->val2[4]=y-3;
  8135. }
  8136. }
  8137. /*=========================================
  8138. *
  8139. *-----------------------------------------*/
  8140. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  8141. {
  8142. int c;
  8143. nullpo_retv(tc);
  8144. for( c = 0; c < 5; c++ )
  8145. {
  8146. switch( dir )
  8147. {
  8148. case 0: tc->val2[c]+=are; break;
  8149. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  8150. case 2: tc->val1[c]-=are; break;
  8151. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  8152. case 4: tc->val2[c]-=are; break;
  8153. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  8154. case 6: tc->val1[c]+=are; break;
  8155. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  8156. }
  8157. }
  8158. }
  8159. /*==========================================
  8160. * Weapon Repair [Celest/DracoRPG]
  8161. *------------------------------------------*/
  8162. void skill_repairweapon (struct map_session_data *sd, int idx)
  8163. {
  8164. int material;
  8165. int materials[4] = { 1002, 998, 999, 756 };
  8166. struct item *item;
  8167. struct map_session_data *target_sd;
  8168. nullpo_retv(sd);
  8169. target_sd = map_id2sd(sd->menuskill_val);
  8170. if (!target_sd) //Failed....
  8171. return;
  8172. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8173. return;
  8174. if(idx < 0 || idx >= MAX_INVENTORY)
  8175. return; //Invalid index??
  8176. item = &target_sd->status.inventory[idx];
  8177. if(item->nameid <= 0 || item->attribute == 0)
  8178. return; //Again invalid item....
  8179. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8180. clif_item_repaireffect(sd,item->nameid,1);
  8181. return;
  8182. }
  8183. if (itemdb_type(item->nameid)==4)
  8184. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8185. else
  8186. material = materials [2]; // Armors consume 1 Steel
  8187. if (pc_search_inventory(sd,material) < 0 ) {
  8188. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8189. return;
  8190. }
  8191. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8192. item->attribute=0;
  8193. clif_equiplist(target_sd);
  8194. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8195. clif_item_repaireffect(sd,item->nameid,0);
  8196. if(sd!=target_sd)
  8197. clif_item_repaireffect(target_sd,item->nameid,0);
  8198. }
  8199. /*==========================================
  8200. * Item Appraisal
  8201. *------------------------------------------*/
  8202. void skill_identify (struct map_session_data *sd, int idx)
  8203. {
  8204. int flag=1;
  8205. nullpo_retv(sd);
  8206. if(idx >= 0 && idx < MAX_INVENTORY) {
  8207. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8208. flag=0;
  8209. sd->status.inventory[idx].identify=1;
  8210. }
  8211. }
  8212. clif_item_identified(sd,idx,flag);
  8213. }
  8214. /*==========================================
  8215. * Weapon Refine [Celest]
  8216. *------------------------------------------*/
  8217. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8218. {
  8219. int i = 0, ep = 0, per;
  8220. int material[5] = { 0, 1010, 1011, 984, 984 };
  8221. struct item *item;
  8222. nullpo_retv(sd);
  8223. if (idx >= 0 && idx < MAX_INVENTORY)
  8224. {
  8225. struct item_data *ditem = sd->inventory_data[idx];
  8226. item = &sd->status.inventory[idx];
  8227. if(item->nameid > 0 && ditem->type == 4)
  8228. {
  8229. if( item->refine >= sd->menuskill_val
  8230. || item->refine >= MAX_REFINE // if it's no longer refineable
  8231. || ditem->flag.no_refine // if the item isn't refinable
  8232. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8233. {
  8234. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8235. return;
  8236. }
  8237. per = percentrefinery [ditem->wlv][(int)item->refine];
  8238. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8239. pc_delitem(sd, i, 1, 0);
  8240. if (per > rand() % 100) {
  8241. item->refine++;
  8242. if(item->equip) {
  8243. ep = item->equip;
  8244. pc_unequipitem(sd,idx,3);
  8245. }
  8246. clif_refine(sd->fd,0,idx,item->refine);
  8247. clif_delitem(sd,idx,1);
  8248. clif_additem(sd,idx,1,0);
  8249. if (ep)
  8250. pc_equipitem(sd,idx,ep);
  8251. clif_misceffect(&sd->bl,3);
  8252. if(item->refine == MAX_REFINE &&
  8253. item->card[0] == CARD0_FORGE &&
  8254. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8255. { // Fame point system [DracoRPG]
  8256. switch(ditem->wlv){
  8257. case 1:
  8258. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8259. break;
  8260. case 2:
  8261. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8262. break;
  8263. case 3:
  8264. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8265. break;
  8266. }
  8267. }
  8268. } else {
  8269. item->refine = 0;
  8270. if(item->equip)
  8271. pc_unequipitem(sd,idx,3);
  8272. clif_refine(sd->fd,1,idx,item->refine);
  8273. pc_delitem(sd,idx,1,0);
  8274. clif_misceffect(&sd->bl,2);
  8275. clif_emotion(&sd->bl, 23);
  8276. }
  8277. }
  8278. }
  8279. }
  8280. /*==========================================
  8281. *
  8282. *------------------------------------------*/
  8283. int skill_autospell (struct map_session_data *sd, int skillid)
  8284. {
  8285. int skilllv;
  8286. int maxlv=1,lv;
  8287. nullpo_retr(0, sd);
  8288. skilllv = sd->menuskill_val;
  8289. lv=pc_checkskill(sd,skillid);
  8290. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8291. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8292. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8293. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  8294. maxlv =10; //Soul Linker bonus. [Skotlex]
  8295. else if(skilllv==2) maxlv=1;
  8296. else if(skilllv==3) maxlv=2;
  8297. else if(skilllv>=4) maxlv=3;
  8298. }
  8299. else if(skillid==MG_SOULSTRIKE){
  8300. if(skilllv==5) maxlv=1;
  8301. else if(skilllv==6) maxlv=2;
  8302. else if(skilllv>=7) maxlv=3;
  8303. }
  8304. else if(skillid==MG_FIREBALL){
  8305. if(skilllv==8) maxlv=1;
  8306. else if(skilllv>=9) maxlv=2;
  8307. }
  8308. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8309. else return 0;
  8310. if(maxlv > lv)
  8311. maxlv = lv;
  8312. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8313. skill_get_time(SA_AUTOSPELL,skilllv));
  8314. return 0;
  8315. }
  8316. /*==========================================
  8317. * Sitting skills functions.
  8318. *------------------------------------------*/
  8319. static int skill_sit_count (struct block_list *bl, va_list ap)
  8320. {
  8321. struct map_session_data *sd;
  8322. int type =va_arg(ap,int);
  8323. sd=(struct map_session_data*)bl;
  8324. if(!pc_issit(sd))
  8325. return 0;
  8326. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8327. return 1;
  8328. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8329. return 1;
  8330. return 0;
  8331. }
  8332. static int skill_sit_in (struct block_list *bl, va_list ap)
  8333. {
  8334. struct map_session_data *sd;
  8335. int type =va_arg(ap,int);
  8336. sd=(struct map_session_data*)bl;
  8337. if(!pc_issit(sd))
  8338. return 0;
  8339. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8340. sd->state.gangsterparadise=1;
  8341. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8342. {
  8343. sd->state.rest=1;
  8344. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8345. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8346. }
  8347. return 0;
  8348. }
  8349. static int skill_sit_out (struct block_list *bl, va_list ap)
  8350. {
  8351. struct map_session_data *sd;
  8352. int type =va_arg(ap,int);
  8353. sd=(struct map_session_data*)bl;
  8354. if(sd->state.gangsterparadise && type&1)
  8355. sd->state.gangsterparadise=0;
  8356. if(sd->state.rest && type&2) {
  8357. sd->state.rest=0;
  8358. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8359. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8360. }
  8361. return 0;
  8362. }
  8363. int skill_sit (struct map_session_data *sd, int type)
  8364. {
  8365. int flag = 0;
  8366. int range = 0, lv;
  8367. nullpo_retr(0, sd);
  8368. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8369. flag|=1;
  8370. range = skill_get_splash(RG_GANGSTER, lv);
  8371. }
  8372. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8373. flag|=2;
  8374. range = skill_get_splash(TK_HPTIME, lv);
  8375. }
  8376. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8377. flag|=2;
  8378. range = skill_get_splash(TK_SPTIME, lv);
  8379. }
  8380. if (!flag) return 0;
  8381. if(type) {
  8382. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8383. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8384. } else {
  8385. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8386. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8387. }
  8388. return 0;
  8389. }
  8390. /*==========================================
  8391. *
  8392. *------------------------------------------*/
  8393. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8394. {
  8395. struct block_list *src;
  8396. int skillnum,skilllv;
  8397. unsigned int tick;
  8398. nullpo_retr(0, bl);
  8399. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8400. skillnum=va_arg(ap,int);
  8401. skilllv=va_arg(ap,int);
  8402. if(skilllv <= 0) return 0;
  8403. tick=va_arg(ap,unsigned int);
  8404. if (src == bl || status_isdead(bl))
  8405. return 0;
  8406. if (bl->type == BL_PC) {
  8407. struct map_session_data *sd = (struct map_session_data *)bl;
  8408. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8409. return 0;
  8410. }
  8411. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8412. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8413. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8414. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8415. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8416. return 0;
  8417. }
  8418. /*==========================================
  8419. *
  8420. *------------------------------------------*/
  8421. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  8422. {
  8423. int range = skill_get_unit_range(skill_num,skill_lv);
  8424. int x,y;
  8425. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  8426. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  8427. map_setcell(src->bl.m, x, y, cell, flag);
  8428. }
  8429. /*==========================================
  8430. *
  8431. *------------------------------------------*/
  8432. int skill_attack_area (struct block_list *bl, va_list ap)
  8433. {
  8434. struct block_list *src,*dsrc;
  8435. int atk_type,skillid,skilllv,flag,type;
  8436. unsigned int tick;
  8437. if(status_isdead(bl))
  8438. return 0;
  8439. atk_type = va_arg(ap,int);
  8440. src=va_arg(ap,struct block_list*);
  8441. dsrc=va_arg(ap,struct block_list*);
  8442. skillid=va_arg(ap,int);
  8443. skilllv=va_arg(ap,int);
  8444. tick=va_arg(ap,unsigned int);
  8445. flag=va_arg(ap,int);
  8446. type=va_arg(ap,int);
  8447. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8448. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8449. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8450. !status_check_skilluse(NULL, bl, skillid, 2))
  8451. return 0;
  8452. switch (skillid) {
  8453. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8454. case NPC_ACIDBREATH:
  8455. case NPC_DARKNESSBREATH:
  8456. case NPC_FIREBREATH:
  8457. case NPC_ICEBREATH:
  8458. case NPC_THUNDERBREATH:
  8459. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8460. default:
  8461. //Area-splash, disable skill animation.
  8462. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8463. }
  8464. }
  8465. /*==========================================
  8466. *
  8467. *------------------------------------------*/
  8468. int skill_clear_group (struct block_list *bl, int flag)
  8469. {
  8470. struct unit_data *ud = unit_bl2ud(bl);
  8471. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8472. int i, count=0;
  8473. nullpo_retr(0, bl);
  8474. if (!ud) return 0;
  8475. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8476. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8477. {
  8478. switch (ud->skillunit[i]->skill_id) {
  8479. case SA_DELUGE:
  8480. case SA_VOLCANO:
  8481. case SA_VIOLENTGALE:
  8482. case SA_LANDPROTECTOR:
  8483. case NJ_SUITON:
  8484. case NJ_KAENSIN:
  8485. if (flag&1)
  8486. group[count++]= ud->skillunit[i];
  8487. break;
  8488. default:
  8489. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8490. group[count++]= ud->skillunit[i];
  8491. break;
  8492. }
  8493. }
  8494. for (i=0;i<count;i++)
  8495. skill_delunitgroup(bl, group[i]);
  8496. return count;
  8497. }
  8498. /*==========================================
  8499. * Returns the first element field found [Skotlex]
  8500. *------------------------------------------*/
  8501. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8502. {
  8503. struct unit_data *ud = unit_bl2ud(bl);
  8504. int i;
  8505. nullpo_retr(0, bl);
  8506. if (!ud) return NULL;
  8507. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8508. switch (ud->skillunit[i]->skill_id) {
  8509. case SA_DELUGE:
  8510. case SA_VOLCANO:
  8511. case SA_VIOLENTGALE:
  8512. case SA_LANDPROTECTOR:
  8513. case NJ_SUITON:
  8514. return ud->skillunit[i];
  8515. }
  8516. }
  8517. return NULL;
  8518. }
  8519. // for graffiti cleaner [Valaris]
  8520. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8521. {
  8522. struct skill_unit *unit=NULL;
  8523. nullpo_retr(0, bl);
  8524. nullpo_retr(0, ap);
  8525. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8526. return 0;
  8527. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8528. skill_delunit(unit);
  8529. return 0;
  8530. }
  8531. int skill_greed (struct block_list *bl, va_list ap)
  8532. {
  8533. struct block_list *src;
  8534. struct map_session_data *sd=NULL;
  8535. struct flooritem_data *fitem=NULL;
  8536. nullpo_retr(0, bl);
  8537. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8538. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8539. pc_takeitem(sd, fitem);
  8540. return 0;
  8541. }
  8542. /*==========================================
  8543. *
  8544. *------------------------------------------*/
  8545. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  8546. {
  8547. int skillid;
  8548. int *alive;
  8549. struct skill_unit *unit;
  8550. struct block_list *src;
  8551. skillid = va_arg(ap,int);
  8552. alive = va_arg(ap,int *);
  8553. src = va_arg(ap,struct block_list *);
  8554. unit = (struct skill_unit *)bl;
  8555. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8556. return 0;
  8557. switch (skillid)
  8558. {
  8559. case SA_LANDPROTECTOR:
  8560. if( unit->group->skill_id == SA_LANDPROTECTOR )
  8561. { //Check for offensive Land Protector to delete both. [Skotlex]
  8562. (*alive) = 0;
  8563. skill_delunit(unit);
  8564. return 1;
  8565. }
  8566. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  8567. { //It deletes everything except songs/dances and traps
  8568. skill_delunit(unit);
  8569. return 1;
  8570. }
  8571. break;
  8572. case HW_GANBANTEIN:
  8573. if( !(unit->group->state.song_dance&0x1) )
  8574. {// Don't touch song/dance.
  8575. skill_delunit(unit);
  8576. return 1;
  8577. }
  8578. break;
  8579. case SA_VOLCANO:
  8580. case SA_DELUGE:
  8581. case SA_VIOLENTGALE:
  8582. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8583. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8584. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8585. if (unit->range <= 0)
  8586. {
  8587. (*alive) = 0;
  8588. return 1;
  8589. }
  8590. /*
  8591. switch (unit->group->skill_id)
  8592. { //These cannot override each other.
  8593. case SA_VOLCANO:
  8594. case SA_DELUGE:
  8595. case SA_VIOLENTGALE:
  8596. (*alive) = 0;
  8597. return 1;
  8598. }
  8599. */
  8600. break;
  8601. case PF_FOGWALL:
  8602. switch(unit->group->skill_id)
  8603. {
  8604. case SA_VOLCANO: //Can't be placed on top of these
  8605. case SA_VIOLENTGALE:
  8606. (*alive) = 0;
  8607. return 1;
  8608. case SA_DELUGE:
  8609. case NJ_SUITON:
  8610. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8611. (*alive) = 2;
  8612. break;
  8613. }
  8614. break;
  8615. case HP_BASILICA:
  8616. if (unit->group->skill_id == HP_BASILICA)
  8617. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8618. (*alive) = 0;
  8619. return 1;
  8620. }
  8621. break;
  8622. }
  8623. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8624. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8625. { //It deletes everything except songs/dances/traps
  8626. (*alive) = 0;
  8627. return 1;
  8628. }
  8629. return 0;
  8630. }
  8631. /*==========================================
  8632. *
  8633. *------------------------------------------*/
  8634. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8635. {
  8636. struct mob_data* md;
  8637. struct unit_data*ud = unit_bl2ud(bl);
  8638. struct block_list *from_bl;
  8639. struct block_list *to_bl;
  8640. md = (struct mob_data*)bl;
  8641. from_bl = va_arg(ap,struct block_list *);
  8642. to_bl = va_arg(ap,struct block_list *);
  8643. if(ud && ud->target == from_bl->id)
  8644. ud->target = to_bl->id;
  8645. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8646. md->target_id = to_bl->id;
  8647. return 0;
  8648. }
  8649. /*==========================================
  8650. *
  8651. *------------------------------------------*/
  8652. static int skill_trap_splash (struct block_list *bl, va_list ap)
  8653. {
  8654. struct block_list *src;
  8655. int tick;
  8656. struct skill_unit *unit;
  8657. struct skill_unit_group *sg;
  8658. struct block_list *ss;
  8659. src = va_arg(ap,struct block_list *);
  8660. unit = (struct skill_unit *)src;
  8661. tick = va_arg(ap,int);
  8662. nullpo_retr(0, sg = unit->group);
  8663. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8664. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8665. return 0;
  8666. switch(sg->unit_id){
  8667. case UNT_SHOCKWAVE:
  8668. case UNT_SANDMAN:
  8669. case UNT_FLASHER:
  8670. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  8671. break;
  8672. case UNT_GROUNDDRIFT_WIND:
  8673. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8674. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8675. break;
  8676. case UNT_GROUNDDRIFT_DARK:
  8677. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8678. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8679. break;
  8680. case UNT_GROUNDDRIFT_POISON:
  8681. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8682. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8683. break;
  8684. case UNT_GROUNDDRIFT_WATER:
  8685. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8686. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8687. break;
  8688. case UNT_GROUNDDRIFT_FIRE:
  8689. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8690. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8691. break;
  8692. default:
  8693. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8694. break;
  8695. }
  8696. return 1;
  8697. }
  8698. /*==========================================
  8699. *
  8700. *------------------------------------------*/
  8701. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8702. {
  8703. struct status_change *sc;
  8704. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8705. int i;
  8706. nullpo_retr(0, bl);
  8707. nullpo_retr(0, sc= status_get_sc(bl));
  8708. if (!sc->count) return 0;
  8709. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8710. if (type != scs[i] && sc->data[scs[i]])
  8711. status_change_end(bl, scs[i], -1);
  8712. return 0;
  8713. }
  8714. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8715. {
  8716. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8717. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8718. bool wall = true;
  8719. int i;
  8720. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8721. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8722. { //Check for walls.
  8723. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8724. if( i == 8 )
  8725. wall = false;
  8726. }
  8727. if( sce )
  8728. {
  8729. if( !wall )
  8730. {
  8731. if( sce->val1 < 3 ) //End cloaking.
  8732. status_change_end(bl, SC_CLOAKING, -1);
  8733. else
  8734. if( sce->val4&1 )
  8735. { //Remove wall bonus
  8736. sce->val4&=~1;
  8737. status_calc_bl(bl,SCB_SPEED);
  8738. }
  8739. }
  8740. else
  8741. {
  8742. if( !(sce->val4&1) )
  8743. { //Add wall speed bonus
  8744. sce->val4|=1;
  8745. status_calc_bl(bl,SCB_SPEED);
  8746. }
  8747. }
  8748. }
  8749. return wall;
  8750. }
  8751. /*==========================================
  8752. *
  8753. *
  8754. *------------------------------------------*/
  8755. void skill_stop_dancing (struct block_list *src)
  8756. {
  8757. struct status_change* sc;
  8758. struct status_change_entry *sce;
  8759. struct skill_unit_group* group;
  8760. struct map_session_data* dsd = NULL;
  8761. nullpo_retv(src);
  8762. nullpo_retv(sc = status_get_sc(src));
  8763. if(!sc->count || !(sce=sc->data[SC_DANCING]))
  8764. return;
  8765. group = skill_id2group(sce->val2);
  8766. sce->val2 = 0;
  8767. if (sce->val4)
  8768. {
  8769. if (sce->val4 != BCT_SELF)
  8770. dsd = map_id2sd(sce->val4);
  8771. sce->val4 = 0;
  8772. }
  8773. status_change_end(src, SC_DANCING, -1);
  8774. if (dsd && (sce=dsd->sc.data[SC_DANCING]))
  8775. {
  8776. sce->val4 = sce->val2 = 0;
  8777. status_change_end(&dsd->bl, SC_DANCING, -1);
  8778. }
  8779. if (group)
  8780. skill_delunitgroup(NULL, group);
  8781. }
  8782. /*==========================================
  8783. *
  8784. *------------------------------------------*/
  8785. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8786. {
  8787. struct skill_unit *unit;
  8788. nullpo_retr(NULL, group);
  8789. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8790. nullpo_retr(NULL, unit=&group->unit[idx]);
  8791. if(!unit->alive)
  8792. group->alive_count++;
  8793. unit->bl.id=map_get_new_object_id();
  8794. unit->bl.type=BL_SKILL;
  8795. unit->bl.m=group->map;
  8796. unit->bl.x=x;
  8797. unit->bl.y=y;
  8798. unit->group=group;
  8799. unit->alive=1;
  8800. unit->val1=val1;
  8801. unit->val2=val2;
  8802. idb_put(skillunit_db, unit->bl.id, unit);
  8803. map_addiddb(&unit->bl);
  8804. map_addblock(&unit->bl);
  8805. // perform oninit actions
  8806. switch (group->skill_id) {
  8807. case WZ_ICEWALL:
  8808. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  8809. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  8810. break;
  8811. case SA_LANDPROTECTOR:
  8812. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  8813. break;
  8814. case HP_BASILICA:
  8815. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  8816. break;
  8817. default:
  8818. if (group->state.song_dance&0x1) //Check for dissonance.
  8819. skill_dance_overlap(unit, 1);
  8820. break;
  8821. }
  8822. clif_skill_setunit(unit);
  8823. return unit;
  8824. }
  8825. /*==========================================
  8826. *
  8827. *------------------------------------------*/
  8828. int skill_delunit (struct skill_unit* unit)
  8829. {
  8830. struct skill_unit_group *group;
  8831. nullpo_retr(0, unit);
  8832. if( !unit->alive )
  8833. return 0;
  8834. unit->alive=0;
  8835. nullpo_retr(0, group=unit->group);
  8836. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8837. skill_dance_overlap(unit, 0);
  8838. // invoke onout event
  8839. if( !unit->range )
  8840. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8841. // perform ondelete actions
  8842. switch (group->skill_id) {
  8843. case HT_ANKLESNARE:
  8844. {
  8845. struct block_list* target = map_id2bl(group->val2);
  8846. if( target )
  8847. status_change_end(target,SC_ANKLE,-1);
  8848. }
  8849. break;
  8850. case WZ_ICEWALL:
  8851. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  8852. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  8853. break;
  8854. case SA_LANDPROTECTOR:
  8855. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  8856. break;
  8857. case HP_BASILICA:
  8858. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  8859. break;
  8860. }
  8861. clif_skill_delunit(unit);
  8862. unit->group=NULL;
  8863. map_delblock(&unit->bl); // don't free yet
  8864. map_deliddb(&unit->bl);
  8865. idb_remove(skillunit_db, unit->bl.id);
  8866. if(--group->alive_count==0)
  8867. skill_delunitgroup(NULL, group);
  8868. return 0;
  8869. }
  8870. /*==========================================
  8871. *
  8872. *------------------------------------------*/
  8873. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  8874. /// Returns the target skill_unit_group or NULL if not found.
  8875. struct skill_unit_group* skill_id2group(int group_id)
  8876. {
  8877. return (struct skill_unit_group*)idb_get(group_db, group_id);
  8878. }
  8879. static int skill_unit_group_newid = MAX_SKILL_DB;
  8880. /// Returns a new group_id that isn't being used in group_db.
  8881. /// Fatal error if nothing is available.
  8882. static int skill_get_new_group_id(void)
  8883. {
  8884. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  8885. return skill_unit_group_newid++;// available
  8886. {// find next id
  8887. int base_id = skill_unit_group_newid;
  8888. while( base_id != ++skill_unit_group_newid )
  8889. {
  8890. if( skill_unit_group_newid < MAX_SKILL_DB )
  8891. skill_unit_group_newid = MAX_SKILL_DB;
  8892. if( skill_id2group(skill_unit_group_newid) == NULL )
  8893. return skill_unit_group_newid++;// available
  8894. }
  8895. // full loop, nothing available
  8896. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  8897. exit(1);
  8898. }
  8899. }
  8900. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  8901. {
  8902. struct unit_data* ud = unit_bl2ud( src );
  8903. struct skill_unit_group* group;
  8904. int i;
  8905. if(skillid <= 0 || skilllv <= 0) return 0;
  8906. nullpo_retr(NULL, src);
  8907. nullpo_retr(NULL, ud);
  8908. // find a free spot to store the new unit group
  8909. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  8910. if(i == MAX_SKILLUNITGROUP)
  8911. {
  8912. // array is full, make room by discarding oldest group
  8913. int j=0;
  8914. unsigned maxdiff=0,x,tick=gettick();
  8915. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8916. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8917. maxdiff=x;
  8918. j=i;
  8919. }
  8920. skill_delunitgroup(src, ud->skillunit[j]);
  8921. //Since elements must have shifted, we use the last slot.
  8922. i = MAX_SKILLUNITGROUP-1;
  8923. }
  8924. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8925. group->src_id = src->id;
  8926. group->party_id = status_get_party_id(src);
  8927. group->guild_id = status_get_guild_id(src);
  8928. group->bg_id = bg_team_get_id(src);
  8929. group->group_id = skill_get_new_group_id();
  8930. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8931. group->unit_count = count;
  8932. group->alive_count = 0;
  8933. group->val1 = 0;
  8934. group->val2 = 0;
  8935. group->val3 = 0;
  8936. group->skill_id = skillid;
  8937. group->skill_lv = skilllv;
  8938. group->unit_id = unit_id;
  8939. group->map = src->m;
  8940. group->limit = limit;
  8941. group->interval = interval;
  8942. group->tick = gettick();
  8943. group->valstr = NULL;
  8944. ud->skillunit[i] = group;
  8945. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8946. group->tick += 1500;
  8947. idb_put(group_db, group->group_id, group);
  8948. return group;
  8949. }
  8950. /*==========================================
  8951. *
  8952. *------------------------------------------*/
  8953. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8954. {
  8955. struct unit_data *ud;
  8956. int i,j;
  8957. nullpo_retr(0, group);
  8958. if (!src) src=map_id2bl(group->src_id);
  8959. ud = unit_bl2ud(src);
  8960. if(!src || !ud) {
  8961. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8962. return 0;
  8963. }
  8964. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8965. {
  8966. struct status_change* sc = status_get_sc(src);
  8967. if (sc && sc->data[SC_DANCING])
  8968. {
  8969. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8970. status_change_end(src,SC_DANCING,-1);
  8971. }
  8972. }
  8973. // end Gospel's status change on 'src'
  8974. // (needs to be done when the group is deleted by other means than skill deactivation)
  8975. if (group->unit_id == UNT_GOSPEL) {
  8976. struct status_change *sc = status_get_sc(src);
  8977. if(sc && sc->data[SC_GOSPEL]) {
  8978. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  8979. status_change_end(src,SC_GOSPEL,-1);
  8980. }
  8981. }
  8982. if (group->skill_id == SG_SUN_WARM ||
  8983. group->skill_id == SG_MOON_WARM ||
  8984. group->skill_id == SG_STAR_WARM) {
  8985. struct status_change *sc = status_get_sc(src);
  8986. if(sc && sc->data[SC_WARM]) {
  8987. sc->data[SC_WARM]->val4 = 0;
  8988. status_change_end(src,SC_WARM,-1);
  8989. }
  8990. }
  8991. if (src->type==BL_PC && group->state.ammo_consume)
  8992. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8993. group->alive_count=0;
  8994. // remove all unit cells
  8995. if(group->unit != NULL)
  8996. for( i = 0; i < group->unit_count; i++ )
  8997. skill_delunit(&group->unit[i]);
  8998. // clear Talkie-box string
  8999. if( group->valstr != NULL )
  9000. {
  9001. aFree(group->valstr);
  9002. group->valstr = NULL;
  9003. }
  9004. idb_remove(group_db, group->group_id);
  9005. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  9006. group->unit=NULL;
  9007. group->group_id=0;
  9008. group->unit_count=0;
  9009. // locate this group, swap with the last entry and delete it
  9010. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  9011. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  9012. if( i < MAX_SKILLUNITGROUP )
  9013. {
  9014. ud->skillunit[i] = ud->skillunit[j];
  9015. ud->skillunit[j] = NULL;
  9016. ers_free(skill_unit_ers, group);
  9017. }
  9018. else
  9019. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9020. return 1;
  9021. }
  9022. /*==========================================
  9023. *
  9024. *------------------------------------------*/
  9025. int skill_clear_unitgroup (struct block_list *src)
  9026. {
  9027. struct unit_data *ud = unit_bl2ud(src);
  9028. nullpo_retr(0, ud);
  9029. while (ud->skillunit[0])
  9030. skill_delunitgroup(src, ud->skillunit[0]);
  9031. return 1;
  9032. }
  9033. /*==========================================
  9034. *
  9035. *------------------------------------------*/
  9036. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9037. {
  9038. int i,j=-1,k,s,id;
  9039. struct unit_data *ud;
  9040. struct skill_unit_group_tickset *set;
  9041. nullpo_retr(0, bl);
  9042. if (group->interval==-1)
  9043. return NULL;
  9044. ud = unit_bl2ud(bl);
  9045. if (!ud) return NULL;
  9046. set = ud->skillunittick;
  9047. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9048. id = s = group->skill_id;
  9049. else
  9050. id = s = group->group_id;
  9051. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9052. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9053. if (set[k].id == id)
  9054. return &set[k];
  9055. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9056. j=k;
  9057. }
  9058. if (j == -1) {
  9059. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9060. j = id % MAX_SKILLUNITGROUPTICKSET;
  9061. }
  9062. set[j].id = id;
  9063. set[j].tick = tick;
  9064. return &set[j];
  9065. }
  9066. /*==========================================
  9067. *
  9068. *------------------------------------------*/
  9069. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  9070. {
  9071. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  9072. struct skill_unit_group* group = unit->group;
  9073. unsigned int tick = va_arg(ap,unsigned int);
  9074. if( !unit->alive || bl->prev == NULL )
  9075. return 0;
  9076. nullpo_retr(0, group);
  9077. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  9078. return 0; //AoE skills are ineffective. [Skotlex]
  9079. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  9080. return 0;
  9081. skill_unit_onplace_timer(unit,bl,tick);
  9082. return 1;
  9083. }
  9084. /*==========================================
  9085. *
  9086. *------------------------------------------*/
  9087. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  9088. {
  9089. struct skill_unit* unit = (struct skill_unit*)data;
  9090. struct skill_unit_group* group = unit->group;
  9091. unsigned int tick = va_arg(ap,unsigned int);
  9092. bool dissonance;
  9093. struct block_list* bl = &unit->bl;
  9094. if( !unit->alive )
  9095. return 0;
  9096. nullpo_retr(0, group);
  9097. // check for expiration
  9098. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  9099. {// skill unit expired (inlined from skill_unit_onlimit())
  9100. switch( group->unit_id )
  9101. {
  9102. case UNT_BLASTMINE:
  9103. case UNT_GROUNDDRIFT_WIND:
  9104. case UNT_GROUNDDRIFT_DARK:
  9105. case UNT_GROUNDDRIFT_POISON:
  9106. case UNT_GROUNDDRIFT_WATER:
  9107. case UNT_GROUNDDRIFT_FIRE:
  9108. group->unit_id = UNT_USED_TRAPS;
  9109. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9110. group->limit=DIFF_TICK(tick+1500,group->tick);
  9111. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9112. break;
  9113. case UNT_ANKLESNARE:
  9114. if( group->val2 > 0 ) {
  9115. // Used Trap don't returns back to item
  9116. skill_delunit(unit);
  9117. break;
  9118. }
  9119. case UNT_SKIDTRAP:
  9120. case UNT_LANDMINE:
  9121. case UNT_SHOCKWAVE:
  9122. case UNT_SANDMAN:
  9123. case UNT_FLASHER:
  9124. case UNT_FREEZINGTRAP:
  9125. case UNT_CLAYMORETRAP:
  9126. case UNT_TALKIEBOX:
  9127. {
  9128. struct block_list* src;
  9129. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  9130. { // revert unit back into a trap
  9131. struct item item_tmp;
  9132. memset(&item_tmp,0,sizeof(item_tmp));
  9133. item_tmp.nameid = ITEMID_TRAP;
  9134. item_tmp.identify = 1;
  9135. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  9136. }
  9137. skill_delunit(unit);
  9138. }
  9139. break;
  9140. case UNT_WARP_ACTIVE:
  9141. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  9142. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  9143. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  9144. // restart timers
  9145. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  9146. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  9147. // apply effect to all units standing on it
  9148. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9149. break;
  9150. case UNT_CALLFAMILY:
  9151. {
  9152. struct map_session_data *sd = NULL;
  9153. if(group->val1) {
  9154. sd = map_charid2sd(group->val1);
  9155. group->val1 = 0;
  9156. if (sd && !map[sd->bl.m].flag.nowarp)
  9157. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9158. }
  9159. if(group->val2) {
  9160. sd = map_charid2sd(group->val2);
  9161. group->val2 = 0;
  9162. if (sd && !map[sd->bl.m].flag.nowarp)
  9163. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9164. }
  9165. skill_delunit(unit);
  9166. }
  9167. break;
  9168. default:
  9169. skill_delunit(unit);
  9170. }
  9171. }
  9172. else
  9173. {// skill unit is still active
  9174. switch( group->unit_id )
  9175. {
  9176. case UNT_ICEWALL:
  9177. // icewall loses 50 hp every second
  9178. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  9179. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  9180. unit->limit = DIFF_TICK(tick+700,group->tick);
  9181. break;
  9182. case UNT_SKIDTRAP:
  9183. case UNT_LANDMINE:
  9184. case UNT_SHOCKWAVE:
  9185. case UNT_SANDMAN:
  9186. case UNT_FLASHER:
  9187. case UNT_FREEZINGTRAP:
  9188. case UNT_TALKIEBOX:
  9189. case UNT_ANKLESNARE:
  9190. if( unit->val1 <= 0 ) {
  9191. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  9192. skill_delunit(unit);
  9193. else {
  9194. group->unit_id = UNT_USED_TRAPS;
  9195. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  9196. }
  9197. }
  9198. break;
  9199. case UNT_TATAMIGAESHI:
  9200. if( unit->range >= 0 )
  9201. { //Disable processed cell.
  9202. unit->range = -1;
  9203. if (--group->val1 <= 0) // number of live cells
  9204. { //All tiles were processed, disable skill.
  9205. group->target_flag=BCT_NOONE;
  9206. group->bl_flag= BL_NUL;
  9207. }
  9208. }
  9209. break;
  9210. }
  9211. }
  9212. //Don't continue if unit or even group is expired and has been deleted.
  9213. if( !group || !unit->alive )
  9214. return 0;
  9215. dissonance = skill_dance_switch(unit, 0);
  9216. if( unit->range >= 0 && group->interval != -1 )
  9217. {
  9218. if( battle_config.skill_wall_check )
  9219. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9220. else
  9221. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9222. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  9223. group->unit_id = UNT_USED_TRAPS;
  9224. if( !unit->alive )
  9225. {
  9226. if( dissonance ) skill_dance_switch(unit, 1);
  9227. return 0;
  9228. }
  9229. }
  9230. if( dissonance ) skill_dance_switch(unit, 1);
  9231. return 0;
  9232. }
  9233. /*==========================================
  9234. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  9235. *------------------------------------------*/
  9236. int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
  9237. {
  9238. map_freeblock_lock();
  9239. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  9240. map_freeblock_unlock();
  9241. return 0;
  9242. }
  9243. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  9244. /*==========================================
  9245. *
  9246. *------------------------------------------*/
  9247. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  9248. {
  9249. struct skill_unit* unit = (struct skill_unit *)bl;
  9250. struct skill_unit_group* group = unit->group;
  9251. struct block_list* target = va_arg(ap,struct block_list*);
  9252. unsigned int tick = va_arg(ap,unsigned int);
  9253. int flag = va_arg(ap,int);
  9254. bool dissonance;
  9255. int skill_id;
  9256. int i;
  9257. nullpo_retr(0, group);
  9258. if( !unit->alive || target->prev == NULL )
  9259. return 0;
  9260. dissonance = skill_dance_switch(unit, 0);
  9261. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9262. skill_id = unit->group->skill_id;
  9263. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  9264. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  9265. if( dissonance ) skill_dance_switch(unit, 1);
  9266. return 0;
  9267. }
  9268. //Target-type check.
  9269. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  9270. {
  9271. if( group->src_id == target->id && group->state.song_dance&0x2 )
  9272. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9273. if( flag&1 )
  9274. {
  9275. if( flag&2 )
  9276. { //Clear this skill id.
  9277. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  9278. if( i < ARRAYLENGTH(skill_unit_temp) )
  9279. skill_unit_temp[i] = 0;
  9280. }
  9281. }
  9282. else
  9283. {
  9284. if( flag&2 )
  9285. { //Store this skill id.
  9286. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9287. if( i < ARRAYLENGTH(skill_unit_temp) )
  9288. skill_unit_temp[i] = skill_id;
  9289. else
  9290. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9291. }
  9292. }
  9293. if( flag&4 )
  9294. skill_unit_onleft(skill_id,target,tick);
  9295. }
  9296. if( dissonance ) skill_dance_switch(unit, 1);
  9297. return 0;
  9298. }
  9299. else
  9300. {
  9301. if( flag&1 )
  9302. {
  9303. int result = skill_unit_onplace(unit,target,tick);
  9304. if( flag&2 && result )
  9305. { //Clear skill ids we have stored in onout.
  9306. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  9307. if( i < ARRAYLENGTH(skill_unit_temp) )
  9308. skill_unit_temp[i] = 0;
  9309. }
  9310. }
  9311. else
  9312. {
  9313. int result = skill_unit_onout(unit,target,tick);
  9314. if( flag&2 && result )
  9315. { //Store this unit id.
  9316. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9317. if( i < ARRAYLENGTH(skill_unit_temp) )
  9318. skill_unit_temp[i] = skill_id;
  9319. else
  9320. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9321. }
  9322. }
  9323. //TODO: Normally, this is dangerous since the unit and group could be freed
  9324. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9325. //cells do not get deleted within them. [Skotlex]
  9326. if( dissonance ) skill_dance_switch(unit, 1);
  9327. if( flag&4 )
  9328. skill_unit_onleft(skill_id,target,tick);
  9329. return 1;
  9330. }
  9331. }
  9332. /*==========================================
  9333. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9334. * Flag values:
  9335. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9336. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9337. * units to figure out when they have left a group.
  9338. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9339. *------------------------------------------*/
  9340. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9341. {
  9342. nullpo_retr(0, bl);
  9343. if( bl->prev == NULL )
  9344. return 0;
  9345. if( flag&2 && !(flag&1) )
  9346. { //Onout, clear data
  9347. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  9348. }
  9349. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9350. if( flag&2 && flag&1 )
  9351. { //Onplace, check any skill units you have left.
  9352. int i;
  9353. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  9354. if( skill_unit_temp[i] )
  9355. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9356. }
  9357. return 0;
  9358. }
  9359. /*==========================================
  9360. *
  9361. *------------------------------------------*/
  9362. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9363. {
  9364. int i,j;
  9365. unsigned int tick = gettick();
  9366. int *m_flag;
  9367. struct skill_unit *unit1;
  9368. struct skill_unit *unit2;
  9369. if (group == NULL)
  9370. return 0;
  9371. if (group->unit_count<=0)
  9372. return 0;
  9373. if (group->unit==NULL)
  9374. return 0;
  9375. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  9376. return 0; //Ensembles may not be moved around.
  9377. if( group->unit_id == UNT_ICEWALL )
  9378. return 0; //Icewalls don't get knocked back
  9379. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9380. // m_flag
  9381. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9382. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9383. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9384. // 3: Both 1+2.
  9385. for(i=0;i<group->unit_count;i++){
  9386. unit1=&group->unit[i];
  9387. if (!unit1->alive || unit1->bl.m!=m)
  9388. continue;
  9389. for(j=0;j<group->unit_count;j++){
  9390. unit2=&group->unit[j];
  9391. if (!unit2->alive)
  9392. continue;
  9393. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9394. m_flag[i] |= 0x1;
  9395. }
  9396. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9397. m_flag[i] |= 0x2;
  9398. }
  9399. }
  9400. }
  9401. j = 0;
  9402. for (i=0;i<group->unit_count;i++) {
  9403. unit1=&group->unit[i];
  9404. if (!unit1->alive)
  9405. continue;
  9406. if (!(m_flag[i]&0x2)) {
  9407. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  9408. skill_dance_overlap(unit1, 0);
  9409. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9410. }
  9411. //Move Cell using "smart" criteria (avoid useless moving around)
  9412. switch(m_flag[i])
  9413. {
  9414. case 0:
  9415. //Cell moves independently, safely move it.
  9416. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9417. break;
  9418. case 1:
  9419. //Cell moves unto another cell, look for a replacement cell that won't collide
  9420. //and has no cell moving into it (flag == 2)
  9421. for(;j<group->unit_count;j++)
  9422. {
  9423. if(m_flag[j]!=2 || !group->unit[j].alive)
  9424. continue;
  9425. //Move to where this cell would had moved.
  9426. unit2 = &group->unit[j];
  9427. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9428. j++; //Skip this cell as we have used it.
  9429. break;
  9430. }
  9431. break;
  9432. case 2:
  9433. case 3:
  9434. break; //Don't move the cell as a cell will end on this tile anyway.
  9435. }
  9436. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9437. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9438. skill_dance_overlap(unit1, 1);
  9439. clif_skill_setunit(unit1);
  9440. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9441. }
  9442. }
  9443. aFree(m_flag);
  9444. return 0;
  9445. }
  9446. /*==========================================
  9447. *
  9448. *------------------------------------------*/
  9449. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9450. {
  9451. int i,j;
  9452. nullpo_retr(0, sd);
  9453. if(nameid<=0)
  9454. return 0;
  9455. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9456. if(skill_produce_db[i].nameid == nameid )
  9457. break;
  9458. }
  9459. if( i >= MAX_SKILL_PRODUCE_DB )
  9460. return 0;
  9461. if(trigger>=0){
  9462. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9463. if(skill_produce_db[i].itemlv!=trigger)
  9464. return 0;
  9465. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9466. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9467. return 0;
  9468. } else { // Weapon (itemlv must be higher or equal)
  9469. if(skill_produce_db[i].itemlv>trigger)
  9470. return 0;
  9471. }
  9472. }
  9473. if((j=skill_produce_db[i].req_skill)>0 &&
  9474. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9475. return 0;
  9476. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9477. int id,x,y;
  9478. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9479. continue;
  9480. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9481. if(pc_search_inventory(sd,id) < 0)
  9482. return 0;
  9483. }
  9484. else {
  9485. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9486. if( sd->status.inventory[y].nameid == id )
  9487. x+=sd->status.inventory[y].amount;
  9488. if(x<qty*skill_produce_db[i].mat_amount[j])
  9489. return 0;
  9490. }
  9491. }
  9492. return i+1;
  9493. }
  9494. /*==========================================
  9495. *
  9496. *------------------------------------------*/
  9497. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9498. {
  9499. int slot[3];
  9500. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9501. struct status_data *status;
  9502. nullpo_retr(0, sd);
  9503. status = status_get_status_data(&sd->bl);
  9504. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9505. return 0;
  9506. idx--;
  9507. if (qty < 1)
  9508. qty = 1;
  9509. if (!skill_id) //A skill can be specified for some override cases.
  9510. skill_id = skill_produce_db[idx].req_skill;
  9511. slot[0]=slot1;
  9512. slot[1]=slot2;
  9513. slot[2]=slot3;
  9514. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9515. int j;
  9516. if( slot[i]<=0 )
  9517. continue;
  9518. j = pc_search_inventory(sd,slot[i]);
  9519. if(j < 0)
  9520. continue;
  9521. if(slot[i]==1000){ /* Star Crumb */
  9522. pc_delitem(sd,j,1,1);
  9523. sc++;
  9524. }
  9525. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9526. static const int ele_table[4]={3,1,4,2};
  9527. pc_delitem(sd,j,1,1);
  9528. ele=ele_table[slot[i]-994];
  9529. }
  9530. }
  9531. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9532. int j,id,x;
  9533. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9534. continue;
  9535. x=qty*skill_produce_db[idx].mat_amount[i];
  9536. do{
  9537. int y=0;
  9538. j = pc_search_inventory(sd,id);
  9539. if(j >= 0){
  9540. y = sd->status.inventory[j].amount;
  9541. if(y>x)y=x;
  9542. pc_delitem(sd,j,y,0);
  9543. } else
  9544. ShowError("skill_produce_mix: material item error\n");
  9545. x-=y;
  9546. }while( j>=0 && x>0 );
  9547. }
  9548. if((equip=itemdb_isequip(nameid)))
  9549. wlv = itemdb_wlv(nameid);
  9550. if(!equip) {
  9551. switch(skill_id){
  9552. case BS_IRON:
  9553. case BS_STEEL:
  9554. case BS_ENCHANTEDSTONE:
  9555. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9556. i = pc_checkskill(sd,skill_id);
  9557. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9558. switch(nameid){
  9559. case 998: // Iron
  9560. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9561. break;
  9562. case 999: // Steel
  9563. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9564. break;
  9565. case 1000: //Star Crumb
  9566. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9567. break;
  9568. default: // Enchanted Stones
  9569. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9570. break;
  9571. }
  9572. break;
  9573. case ASC_CDP:
  9574. make_per = (2000 + 40*status->dex + 20*status->luk);
  9575. break;
  9576. case AL_HOLYWATER:
  9577. make_per = 100000; //100% success
  9578. break;
  9579. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9580. case AM_TWILIGHT1:
  9581. case AM_TWILIGHT2:
  9582. case AM_TWILIGHT3:
  9583. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  9584. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9585. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  9586. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  9587. int skill;
  9588. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  9589. make_per += skill*100; //+1% bonus per level
  9590. }
  9591. switch(nameid){
  9592. case 501: // Red Potion
  9593. case 503: // Yellow Potion
  9594. case 504: // White Potion
  9595. make_per += (1+rand()%100)*10 + 2000;
  9596. break;
  9597. case 970: // Alcohol
  9598. make_per += (1+rand()%100)*10 + 1000;
  9599. break;
  9600. case 7135: // Bottle Grenade
  9601. case 7136: // Acid Bottle
  9602. case 7137: // Plant Bottle
  9603. case 7138: // Marine Sphere Bottle
  9604. make_per += (1+rand()%100)*10;
  9605. break;
  9606. case 546: // Condensed Yellow Potion
  9607. make_per -= (1+rand()%50)*10;
  9608. break;
  9609. case 547: // Condensed White Potion
  9610. case 7139: // Glistening Coat
  9611. make_per -= (1+rand()%100)*10;
  9612. break;
  9613. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  9614. case 505: // Blue Potion
  9615. case 545: // Condensed Red Potion
  9616. case 605: // Anodyne
  9617. case 606: // Aloevera
  9618. default:
  9619. break;
  9620. }
  9621. if(battle_config.pp_rate != 100)
  9622. make_per = make_per * battle_config.pp_rate / 100;
  9623. break;
  9624. case SA_CREATECON: // Elemental Converter Creation
  9625. make_per = 100000; // should be 100% success rate
  9626. break;
  9627. default:
  9628. if (sd->menuskill_id == AM_PHARMACY &&
  9629. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9630. { //Assume Cooking Dish
  9631. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9632. make_per = 10000; //100% Success
  9633. else
  9634. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9635. + 1000 - 500*(skill_produce_db[idx].itemlv-10) //10% - 5% per dish level
  9636. + 20*status->dex + 10*status->luk //0.2% per DEX, 0.1% per LUK
  9637. + 1000; //TODO: Replace with MIN(5*COOKINGATTEMPTS;2000)
  9638. break;
  9639. }
  9640. make_per = 5000;
  9641. break;
  9642. }
  9643. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9644. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9645. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9646. 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
  9647. 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
  9648. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9649. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9650. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9651. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9652. if(battle_config.wp_rate != 100)
  9653. make_per = make_per * battle_config.wp_rate / 100;
  9654. }
  9655. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9656. make_per = (make_per * 70) / 100; //Baby penalty is 30%
  9657. if(make_per < 1) make_per = 1;
  9658. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9659. struct item tmp_item;
  9660. memset(&tmp_item,0,sizeof(tmp_item));
  9661. tmp_item.nameid=nameid;
  9662. tmp_item.amount=1;
  9663. tmp_item.identify=1;
  9664. if(equip){
  9665. tmp_item.card[0]=CARD0_FORGE;
  9666. tmp_item.card[1]=((sc*5)<<8)+ele;
  9667. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9668. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9669. } else {
  9670. //Flag is only used on the end, so it can be used here. [Skotlex]
  9671. switch (skill_id) {
  9672. case BS_DAGGER:
  9673. case BS_SWORD:
  9674. case BS_TWOHANDSWORD:
  9675. case BS_AXE:
  9676. case BS_MACE:
  9677. case BS_KNUCKLE:
  9678. case BS_SPEAR:
  9679. flag = battle_config.produce_item_name_input&0x1;
  9680. break;
  9681. case AM_PHARMACY:
  9682. case AM_TWILIGHT1:
  9683. case AM_TWILIGHT2:
  9684. case AM_TWILIGHT3:
  9685. flag = battle_config.produce_item_name_input&0x2;
  9686. break;
  9687. case AL_HOLYWATER:
  9688. flag = battle_config.produce_item_name_input&0x8;
  9689. break;
  9690. case ASC_CDP:
  9691. flag = battle_config.produce_item_name_input&0x10;
  9692. break;
  9693. default:
  9694. flag = battle_config.produce_item_name_input&0x80;
  9695. break;
  9696. }
  9697. if (flag) {
  9698. tmp_item.card[0]=CARD0_CREATE;
  9699. tmp_item.card[1]=0;
  9700. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9701. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9702. }
  9703. }
  9704. // if(log_config.produce > 0)
  9705. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9706. //TODO update PICKLOG
  9707. if(equip){
  9708. clif_produceeffect(sd,0,nameid);
  9709. clif_misceffect(&sd->bl,3);
  9710. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9711. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9712. } else {
  9713. int fame = 0;
  9714. tmp_item.amount = 0;
  9715. for (i=0; i< qty; i++)
  9716. { //Apply quantity modifiers.
  9717. if (rand()%10000 < make_per || qty == 1)
  9718. { //Success
  9719. tmp_item.amount++;
  9720. if(nameid < 545 || nameid > 547)
  9721. continue;
  9722. if(skill_id != AM_PHARMACY &&
  9723. skill_id != AM_TWILIGHT1 &&
  9724. skill_id != AM_TWILIGHT2 &&
  9725. skill_id != AM_TWILIGHT3)
  9726. continue;
  9727. //Add fame as needed.
  9728. switch(++sd->potion_success_counter) {
  9729. case 3:
  9730. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9731. break;
  9732. case 5:
  9733. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9734. break;
  9735. case 7:
  9736. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9737. break;
  9738. case 10:
  9739. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9740. sd->potion_success_counter = 0;
  9741. break;
  9742. }
  9743. } else //Failure
  9744. sd->potion_success_counter = 0;
  9745. }
  9746. if (fame)
  9747. pc_addfame(sd,fame);
  9748. //Visual effects and the like.
  9749. switch (skill_id) {
  9750. case AM_PHARMACY:
  9751. case AM_TWILIGHT1:
  9752. case AM_TWILIGHT2:
  9753. case AM_TWILIGHT3:
  9754. case ASC_CDP:
  9755. clif_produceeffect(sd,2,nameid);
  9756. clif_misceffect(&sd->bl,5);
  9757. break;
  9758. case BS_IRON:
  9759. case BS_STEEL:
  9760. case BS_ENCHANTEDSTONE:
  9761. clif_produceeffect(sd,0,nameid);
  9762. clif_misceffect(&sd->bl,3);
  9763. break;
  9764. default: //Those that don't require a skill?
  9765. if (skill_produce_db[idx].itemlv>10 &&
  9766. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9767. clif_specialeffect(&sd->bl, 608, AREA);
  9768. break;
  9769. }
  9770. }
  9771. if (tmp_item.amount) { //Success
  9772. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9773. clif_additem(sd,0,0,flag);
  9774. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9775. }
  9776. return 1;
  9777. }
  9778. }
  9779. //Failure
  9780. // if(log_config.produce)
  9781. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9782. //TODO update PICKLOG
  9783. if(equip){
  9784. clif_produceeffect(sd,1,nameid);
  9785. clif_misceffect(&sd->bl,2);
  9786. } else {
  9787. switch (skill_id) {
  9788. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9789. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9790. case AM_PHARMACY:
  9791. case AM_TWILIGHT1:
  9792. case AM_TWILIGHT2:
  9793. case AM_TWILIGHT3:
  9794. clif_produceeffect(sd,3,nameid);
  9795. clif_misceffect(&sd->bl,6);
  9796. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9797. break;
  9798. case BS_IRON:
  9799. case BS_STEEL:
  9800. case BS_ENCHANTEDSTONE:
  9801. clif_produceeffect(sd,1,nameid);
  9802. clif_misceffect(&sd->bl,2);
  9803. break;
  9804. default:
  9805. if (skill_produce_db[idx].itemlv>10 &&
  9806. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9807. clif_specialeffect(&sd->bl, 609, AREA);
  9808. }
  9809. }
  9810. return 0;
  9811. }
  9812. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9813. {
  9814. int i,j,flag,index=-1;
  9815. struct item tmp_item;
  9816. nullpo_retr(0, sd);
  9817. if(nameid <= 0)
  9818. return 1;
  9819. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9820. if(nameid == skill_arrow_db[i].nameid) {
  9821. index = i;
  9822. break;
  9823. }
  9824. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9825. return 1;
  9826. pc_delitem(sd,j,1,0);
  9827. for(i=0;i<5;i++) {
  9828. memset(&tmp_item,0,sizeof(tmp_item));
  9829. tmp_item.identify = 1;
  9830. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9831. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9832. if(battle_config.produce_item_name_input&0x4) {
  9833. tmp_item.card[0]=CARD0_CREATE;
  9834. tmp_item.card[1]=0;
  9835. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9836. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9837. }
  9838. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9839. continue;
  9840. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9841. clif_additem(sd,0,0,flag);
  9842. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9843. }
  9844. }
  9845. return 0;
  9846. }
  9847. /*==========================================
  9848. *
  9849. *------------------------------------------*/
  9850. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
  9851. {
  9852. struct map_session_data *sd = map_id2sd(id);
  9853. if (data <= 0 || data >= MAX_SKILL)
  9854. return 0;
  9855. if (!sd) return 0;
  9856. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  9857. sd->blockskill[data] = 0;
  9858. return 1;
  9859. }
  9860. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9861. {
  9862. nullpo_retr (-1, sd);
  9863. skillid = skill_get_index(skillid);
  9864. if (skillid == 0)
  9865. return -1;
  9866. if (tick < 1) {
  9867. sd->blockskill[skillid] = 0;
  9868. return -1;
  9869. }
  9870. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  9871. return 0;
  9872. }
  9873. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  9874. {
  9875. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9876. if (data <= 0 || data >= MAX_SKILL)
  9877. return 0;
  9878. if (hd) hd->blockskill[data] = 0;
  9879. return 1;
  9880. }
  9881. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9882. {
  9883. nullpo_retr (-1, hd);
  9884. skillid = skill_get_index(skillid);
  9885. if (skillid == 0)
  9886. return -1;
  9887. if (tick < 1) {
  9888. hd->blockskill[skillid] = 0;
  9889. return -1;
  9890. }
  9891. hd->blockskill[skillid] = 1;
  9892. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  9893. }
  9894. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  9895. {
  9896. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  9897. if( data <= 0 || data >= MAX_SKILL )
  9898. return 0;
  9899. if( md ) md->blockskill[data] = 0;
  9900. return 1;
  9901. }
  9902. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  9903. {
  9904. nullpo_retr (-1, md);
  9905. if( (skillid = skill_get_index(skillid)) == 0 )
  9906. return -1;
  9907. if( tick < 1 )
  9908. {
  9909. md->blockskill[skillid] = 0;
  9910. return -1;
  9911. }
  9912. md->blockskill[skillid] = 1;
  9913. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  9914. }
  9915. /*
  9916. *
  9917. */
  9918. int skill_split_str (char *str, char **val, int num)
  9919. {
  9920. int i;
  9921. for( i = 0; i < num && str; i++ )
  9922. {
  9923. val[i] = str;
  9924. str = strchr(str,',');
  9925. if( str )
  9926. *str++=0;
  9927. }
  9928. return i;
  9929. }
  9930. /*
  9931. *
  9932. */
  9933. int skill_split_atoi (char *str, int *val)
  9934. {
  9935. int i, j, diff, step = 1;
  9936. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9937. if (!str) break;
  9938. val[i] = atoi(str);
  9939. str = strchr(str,':');
  9940. if (str)
  9941. *str++=0;
  9942. }
  9943. if(i==0) //No data found.
  9944. return 0;
  9945. if(i==1)
  9946. { //Single value, have the whole range have the same value.
  9947. for (; i < MAX_SKILL_LEVEL; i++)
  9948. val[i] = val[i-1];
  9949. return i;
  9950. }
  9951. //Check for linear change with increasing steps until we reach half of the data acquired.
  9952. for (step = 1; step <= i/2; step++)
  9953. {
  9954. diff = val[i-1] - val[i-step-1];
  9955. for(j = i-1; j >= step; j--)
  9956. if ((val[j]-val[j-step]) != diff)
  9957. break;
  9958. if (j>=step) //No match, try next step.
  9959. continue;
  9960. for(; i < MAX_SKILL_LEVEL; i++)
  9961. { //Apply linear increase
  9962. val[i] = val[i-step]+diff;
  9963. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9964. { val[i] = 1; diff = 0; step = 1; }
  9965. }
  9966. return i;
  9967. }
  9968. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9969. for (;i<MAX_SKILL_LEVEL; i++)
  9970. val[i] = val[i-1];
  9971. return i;
  9972. }
  9973. /*
  9974. *
  9975. */
  9976. void skill_init_unit_layout (void)
  9977. {
  9978. int i,j,size,pos = 0;
  9979. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9980. // standard square layouts go first
  9981. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9982. size = i*2+1;
  9983. skill_unit_layout[i].count = size*size;
  9984. for (j=0; j<size*size; j++) {
  9985. skill_unit_layout[i].dx[j] = (j%size-i);
  9986. skill_unit_layout[i].dy[j] = (j/size-i);
  9987. }
  9988. }
  9989. // afterwards add special ones
  9990. pos = i;
  9991. for (i=0;i<MAX_SKILL_DB;i++) {
  9992. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9993. continue;
  9994. switch (i) {
  9995. case MG_FIREWALL:
  9996. case WZ_ICEWALL:
  9997. // these will be handled later
  9998. break;
  9999. case PR_SANCTUARY:
  10000. case NPC_EVILLAND:
  10001. {
  10002. static const int dx[] = {
  10003. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10004. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10005. static const int dy[]={
  10006. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10007. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10008. skill_unit_layout[pos].count = 21;
  10009. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10010. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10011. break;
  10012. }
  10013. case PR_MAGNUS:
  10014. {
  10015. static const int dx[] = {
  10016. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10017. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10018. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10019. static const int dy[] = {
  10020. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10021. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10022. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10023. skill_unit_layout[pos].count = 33;
  10024. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10025. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10026. break;
  10027. }
  10028. case AS_VENOMDUST:
  10029. {
  10030. static const int dx[] = {-1, 0, 0, 0, 1};
  10031. static const int dy[] = { 0,-1, 0, 1, 0};
  10032. skill_unit_layout[pos].count = 5;
  10033. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10034. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10035. break;
  10036. }
  10037. case CR_GRANDCROSS:
  10038. case NPC_GRANDDARKNESS:
  10039. {
  10040. static const int dx[] = {
  10041. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10042. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10043. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10044. static const int dy[] = {
  10045. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10046. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10047. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10048. skill_unit_layout[pos].count = 29;
  10049. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10050. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10051. break;
  10052. }
  10053. case PF_FOGWALL:
  10054. {
  10055. static const int dx[] = {
  10056. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10057. static const int dy[] = {
  10058. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10059. skill_unit_layout[pos].count = 15;
  10060. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10061. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10062. break;
  10063. }
  10064. case PA_GOSPEL:
  10065. {
  10066. static const int dx[] = {
  10067. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10068. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10069. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10070. -1, 0, 1};
  10071. static const int dy[] = {
  10072. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10073. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10074. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10075. 3, 3, 3};
  10076. skill_unit_layout[pos].count = 33;
  10077. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10078. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10079. break;
  10080. }
  10081. case NJ_KAENSIN:
  10082. {
  10083. 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};
  10084. 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};
  10085. skill_unit_layout[pos].count = 24;
  10086. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10087. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10088. break;
  10089. }
  10090. case NJ_TATAMIGAESHI:
  10091. {
  10092. //Level 1 (count 4, cross of 3x3)
  10093. static const int dx1[] = {-1, 1, 0, 0};
  10094. static const int dy1[] = { 0, 0,-1, 1};
  10095. //Level 2-3 (count 8, cross of 5x5)
  10096. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10097. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10098. //Level 4-5 (count 12, cross of 7x7
  10099. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10100. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10101. //lv1
  10102. j = 0;
  10103. skill_unit_layout[pos].count = 4;
  10104. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10105. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10106. skill_db[i].unit_layout_type[j] = pos;
  10107. //lv2/3
  10108. j++;
  10109. pos++;
  10110. skill_unit_layout[pos].count = 8;
  10111. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10112. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10113. skill_db[i].unit_layout_type[j] = pos;
  10114. skill_db[i].unit_layout_type[++j] = pos;
  10115. //lv4/5
  10116. j++;
  10117. pos++;
  10118. skill_unit_layout[pos].count = 12;
  10119. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10120. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10121. skill_db[i].unit_layout_type[j] = pos;
  10122. skill_db[i].unit_layout_type[++j] = pos;
  10123. //Fill in the rest using lv 5.
  10124. for (;j<MAX_SKILL_LEVEL;j++)
  10125. skill_db[i].unit_layout_type[j] = pos;
  10126. //Skip, this way the check below will fail and continue to the next skill.
  10127. pos++;
  10128. break;
  10129. }
  10130. default:
  10131. ShowError("unknown unit layout at skill %d\n",i);
  10132. break;
  10133. }
  10134. if (!skill_unit_layout[pos].count)
  10135. continue;
  10136. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10137. skill_db[i].unit_layout_type[j] = pos;
  10138. pos++;
  10139. }
  10140. // firewall and icewall have 8 layouts (direction-dependent)
  10141. firewall_unit_pos = pos;
  10142. for (i=0;i<8;i++) {
  10143. if (i&1) {
  10144. skill_unit_layout[pos].count = 5;
  10145. if (i&0x2) {
  10146. int dx[] = {-1,-1, 0, 0, 1};
  10147. int dy[] = { 1, 0, 0,-1,-1};
  10148. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10149. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10150. } else {
  10151. int dx[] = { 1, 1 ,0, 0,-1};
  10152. int dy[] = { 1, 0, 0,-1,-1};
  10153. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10154. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10155. }
  10156. } else {
  10157. skill_unit_layout[pos].count = 3;
  10158. if (i%4==0) {
  10159. int dx[] = {-1, 0, 1};
  10160. int dy[] = { 0, 0, 0};
  10161. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10162. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10163. } else {
  10164. int dx[] = { 0, 0, 0};
  10165. int dy[] = {-1, 0, 1};
  10166. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10167. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10168. }
  10169. }
  10170. pos++;
  10171. }
  10172. icewall_unit_pos = pos;
  10173. for (i=0;i<8;i++) {
  10174. skill_unit_layout[pos].count = 5;
  10175. if (i&1) {
  10176. if (i&0x2) {
  10177. int dx[] = {-2,-1, 0, 1, 2};
  10178. int dy[] = { 2, 1, 0,-1,-2};
  10179. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10180. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10181. } else {
  10182. int dx[] = { 2, 1 ,0,-1,-2};
  10183. int dy[] = { 2, 1, 0,-1,-2};
  10184. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10185. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10186. }
  10187. } else {
  10188. if (i%4==0) {
  10189. int dx[] = {-2,-1, 0, 1, 2};
  10190. int dy[] = { 0, 0, 0, 0, 0};
  10191. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10192. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10193. } else {
  10194. int dx[] = { 0, 0, 0, 0, 0};
  10195. int dy[] = {-2,-1, 0, 1, 2};
  10196. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10197. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10198. }
  10199. }
  10200. pos++;
  10201. }
  10202. }
  10203. /*==========================================
  10204. * DB reading.
  10205. * skill_db.txt
  10206. * skill_require_db.txt
  10207. * skill_cast_db.txt
  10208. * skill_castnodex_db.txt
  10209. * skill_nocast_db.txt
  10210. * skill_unit_db.txt
  10211. * produce_db.txt
  10212. * create_arrow_db.txt
  10213. * abra_db.txt
  10214. *------------------------------------------*/
  10215. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  10216. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  10217. int id = atoi(split[0]);
  10218. int i;
  10219. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  10220. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  10221. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  10222. {
  10223. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  10224. return false;
  10225. }
  10226. i = skill_get_index(id);
  10227. if( !i ) // invalid skill id
  10228. return false;
  10229. skill_split_atoi(split[1],skill_db[i].range);
  10230. skill_db[i].hit = atoi(split[2]);
  10231. skill_db[i].inf = atoi(split[3]);
  10232. skill_split_atoi(split[4],skill_db[i].element);
  10233. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  10234. skill_split_atoi(split[6],skill_db[i].splash);
  10235. skill_db[i].max = atoi(split[7]);
  10236. skill_split_atoi(split[8],skill_db[i].num);
  10237. if( strcmpi(split[9],"yes") == 0 )
  10238. skill_db[i].castcancel = 1;
  10239. else
  10240. skill_db[i].castcancel = 0;
  10241. skill_db[i].cast_def_rate = atoi(split[10]);
  10242. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  10243. skill_split_atoi(split[12],skill_db[i].maxcount);
  10244. if( strcmpi(split[13],"weapon") == 0 )
  10245. skill_db[i].skill_type = BF_WEAPON;
  10246. else if( strcmpi(split[13],"magic") == 0 )
  10247. skill_db[i].skill_type = BF_MAGIC;
  10248. else if( strcmpi(split[13],"misc") == 0 )
  10249. skill_db[i].skill_type = BF_MISC;
  10250. else
  10251. skill_db[i].skill_type = 0;
  10252. skill_split_atoi(split[14],skill_db[i].blewcount);
  10253. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  10254. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  10255. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  10256. return true;
  10257. }
  10258. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  10259. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  10260. char* p;
  10261. int j;
  10262. int i = atoi(split[0]);
  10263. i = skill_get_index(i);
  10264. if( !i ) // invalid skill id
  10265. return false;
  10266. skill_split_atoi(split[1],skill_db[i].hp);
  10267. skill_split_atoi(split[2],skill_db[i].mhp);
  10268. skill_split_atoi(split[3],skill_db[i].sp);
  10269. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10270. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10271. skill_split_atoi(split[6],skill_db[i].zeny);
  10272. //FIXME: document this
  10273. p = split[7];
  10274. for( j = 0; j < 32; j++ )
  10275. {
  10276. int l = atoi(p);
  10277. if( l == 99 ) // magic value?
  10278. {
  10279. skill_db[i].weapon = 0xffffffff;
  10280. break;
  10281. }
  10282. else
  10283. skill_db[i].weapon |= 1<<l;
  10284. p = strchr(p,':');
  10285. if(!p)
  10286. break;
  10287. p++;
  10288. }
  10289. //FIXME: document this
  10290. p = split[8];
  10291. for( j = 0; j < 32; j++ )
  10292. {
  10293. int l = atoi(p);
  10294. if( l == 99 ) // magic value?
  10295. {
  10296. skill_db[i].ammo = 0xffffffff;
  10297. break;
  10298. }
  10299. else if( l ) // 0 not allowed?
  10300. skill_db[i].ammo |= 1<<l;
  10301. p = strchr(p,':');
  10302. if( !p )
  10303. break;
  10304. p++;
  10305. }
  10306. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10307. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  10308. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  10309. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  10310. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  10311. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  10312. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  10313. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  10314. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  10315. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  10316. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  10317. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  10318. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  10319. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  10320. else skill_db[i].state = ST_NONE;
  10321. skill_split_atoi(split[11],skill_db[i].spiritball);
  10322. for( j = 0; j < 10; j++ ) {
  10323. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  10324. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  10325. }
  10326. return true;
  10327. }
  10328. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  10329. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  10330. int i = atoi(split[0]);
  10331. i = skill_get_index(i);
  10332. if( !i ) // invalid skill id
  10333. return false;
  10334. skill_split_atoi(split[1],skill_db[i].cast);
  10335. skill_split_atoi(split[2],skill_db[i].delay);
  10336. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10337. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10338. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10339. return true;
  10340. }
  10341. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  10342. {// Skill id,Cast,Delay (optional)
  10343. int i = atoi(split[0]);
  10344. i = skill_get_index(i);
  10345. if( !i ) // invalid skill id
  10346. return false;
  10347. skill_split_atoi(split[1],skill_db[i].castnodex);
  10348. if( split[2] ) // optional column
  10349. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10350. return true;
  10351. }
  10352. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  10353. {// SkillID,Flag
  10354. int i = atoi(split[0]);
  10355. i = skill_get_index(i);
  10356. if( !i ) // invalid skill id
  10357. return false;
  10358. skill_db[i].nocast |= atoi(split[1]);
  10359. return true;
  10360. }
  10361. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  10362. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  10363. int i = atoi(split[0]);
  10364. i = skill_get_index(i);
  10365. if( !i ) // invalid skill id
  10366. return false;
  10367. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10368. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10369. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10370. skill_split_atoi(split[4],skill_db[i].unit_range);
  10371. skill_db[i].unit_interval = atoi(split[5]);
  10372. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10373. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10374. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  10375. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  10376. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  10377. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  10378. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  10379. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  10380. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10381. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10382. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10383. skill_db[i].unit_target = BCT_NOENEMY;
  10384. //By default, target just characters.
  10385. skill_db[i].unit_target |= BL_CHAR;
  10386. if (skill_db[i].unit_flag&UF_NOPC)
  10387. skill_db[i].unit_target &= ~BL_PC;
  10388. if (skill_db[i].unit_flag&UF_NOMOB)
  10389. skill_db[i].unit_target &= ~BL_MOB;
  10390. if (skill_db[i].unit_flag&UF_SKILL)
  10391. skill_db[i].unit_target |= BL_SKILL;
  10392. return true;
  10393. }
  10394. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  10395. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  10396. int x,y;
  10397. int i = atoi(split[0]);
  10398. if( !i )
  10399. return false;
  10400. skill_produce_db[current].nameid = i;
  10401. skill_produce_db[current].itemlv = atoi(split[1]);
  10402. skill_produce_db[current].req_skill = atoi(split[2]);
  10403. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  10404. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  10405. {
  10406. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  10407. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  10408. }
  10409. return true;
  10410. }
  10411. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  10412. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  10413. int x,y;
  10414. int i = atoi(split[0]);
  10415. if( !i )
  10416. return false;
  10417. skill_arrow_db[current].nameid = i;
  10418. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  10419. {
  10420. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  10421. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  10422. }
  10423. return true;
  10424. }
  10425. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  10426. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  10427. int i = atoi(split[0]);
  10428. if( !skill_get_index(i) || !skill_get_max(i) )
  10429. {
  10430. ShowError("abra_db: Invalid skill ID %d\n", i);
  10431. return false;
  10432. }
  10433. if ( !skill_get_inf(i) )
  10434. {
  10435. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  10436. return false;
  10437. }
  10438. skill_abra_db[current].skillid = i;
  10439. skill_abra_db[current].req_lv = atoi(split[2]);
  10440. skill_abra_db[current].per = atoi(split[3]);
  10441. return true;
  10442. }
  10443. static void skill_readdb(void)
  10444. {
  10445. // init skill db structures
  10446. db_clear(skilldb_name2id);
  10447. memset(skill_db,0,sizeof(skill_db));
  10448. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10449. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10450. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10451. // load skill databases
  10452. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  10453. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  10454. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  10455. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  10456. sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
  10457. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  10458. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  10459. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  10460. skill_init_unit_layout();
  10461. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  10462. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  10463. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  10464. }
  10465. void skill_reload (void)
  10466. {
  10467. skill_readdb();
  10468. }
  10469. /*==========================================
  10470. *
  10471. *------------------------------------------*/
  10472. int do_init_skill (void)
  10473. {
  10474. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  10475. skill_readdb();
  10476. group_db = idb_alloc(DB_OPT_BASE);
  10477. skillunit_db = idb_alloc(DB_OPT_BASE);
  10478. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10479. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10480. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10481. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10482. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10483. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10484. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10485. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10486. return 0;
  10487. }
  10488. int do_final_skill(void)
  10489. {
  10490. db_destroy(skilldb_name2id);
  10491. db_destroy(group_db);
  10492. db_destroy(skillunit_db);
  10493. ers_destroy(skill_unit_ers);
  10494. ers_destroy(skill_timer_ers);
  10495. return 0;
  10496. }