skill.cpp 726 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 "skill.hpp"
  4. #include <stdio.h>
  5. #include <stdlib.h>
  6. #include <string.h>
  7. #include <time.h>
  8. #include <math.h>
  9. #include "../common/cbasetypes.hpp"
  10. #include "../common/timer.hpp"
  11. #include "../common/nullpo.hpp"
  12. #include "../common/malloc.hpp"
  13. #include "../common/random.hpp"
  14. #include "../common/showmsg.hpp"
  15. #include "../common/strlib.hpp"
  16. #include "../common/utils.hpp"
  17. #include "../common/ers.hpp"
  18. #include "map.hpp"
  19. #include "path.hpp"
  20. #include "clif.hpp"
  21. #include "pc.hpp"
  22. #include "status.hpp"
  23. #include "pet.hpp"
  24. #include "homunculus.hpp"
  25. #include "mercenary.hpp"
  26. #include "elemental.hpp"
  27. #include "mob.hpp"
  28. #include "npc.hpp"
  29. #include "battle.hpp"
  30. #include "battleground.hpp"
  31. #include "party.hpp"
  32. #include "itemdb.hpp"
  33. #include "script.hpp"
  34. #include "intif.hpp"
  35. #include "log.hpp"
  36. #include "chrif.hpp"
  37. #include "guild.hpp"
  38. #include "date.hpp"
  39. #include "unit.hpp"
  40. #include "achievement.hpp"
  41. #include "pc_groups.hpp"
  42. #define SKILLUNITTIMER_INTERVAL 100
  43. #define TIMERSKILL_INTERVAL 150
  44. // ranges reserved for mapping skill ids to skilldb offsets
  45. #define HM_SKILLRANGEMIN 700
  46. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  47. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  48. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  49. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  50. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  51. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  52. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  53. #if GD_SKILLRANGEMAX > 999
  54. #error GD_SKILLRANGEMAX is greater than 999
  55. #endif
  56. DBMap* skilldb_name2id = NULL;
  57. static uint16 skilldb_id2idx[(UINT16_MAX+1)];/// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  58. struct s_skill_db **skill_db; /// Skill DB
  59. static uint16 skill_num; /// Skill count, also as last index
  60. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  61. static uint16 skill_db_create(uint16 skill_id);
  62. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  63. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  64. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  65. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  66. /**
  67. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  68. */
  69. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  70. struct skill_usave {
  71. uint16 skill_id, skill_lv;
  72. };
  73. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  74. static unsigned short skill_produce_count;
  75. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  76. static unsigned short skill_arrow_count;
  77. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  78. unsigned short skill_abra_count;
  79. struct s_skill_improvise_db {
  80. uint16 skill_id;
  81. unsigned short per;//1-10000
  82. };
  83. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  84. static unsigned short skill_improvise_count;
  85. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  86. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  87. struct s_skill_changematerial_db {
  88. unsigned short nameid;
  89. unsigned short rate;
  90. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  91. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  92. };
  93. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  94. static unsigned short skill_changematerial_count;
  95. //Warlock
  96. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  97. unsigned short skill_spellbook_count;
  98. //Guillotine Cross
  99. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  100. unsigned short skill_magicmushroom_count;
  101. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  102. int firewall_unit_pos;
  103. int icewall_unit_pos;
  104. int earthstrain_unit_pos;
  105. int firerain_unit_pos;
  106. int wallofthorn_unit_pos;
  107. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  108. int overbrand_nounit_pos;
  109. int overbrand_brandish_nounit_pos;
  110. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  111. //Early declaration
  112. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  113. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  114. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  115. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  116. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  117. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  118. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  119. // Use this function for splash skills that can't hit icewall when cast by players
  120. static inline int splash_target(struct block_list* bl) {
  121. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  122. }
  123. uint16 SKILL_MAX_DB(void) {
  124. return skill_num;
  125. }
  126. /**
  127. * Get skill id from name
  128. * @param name
  129. * @return Skill ID of the skill, or 0 if not found.
  130. **/
  131. int skill_name2id(const char* name) {
  132. if( name == NULL )
  133. return 0;
  134. return strdb_iget(skilldb_name2id, name);
  135. }
  136. /**
  137. * Get Skill ID from Skill Index
  138. * @param idx
  139. * @return Skill ID or 0 if not found
  140. **/
  141. uint16 skill_idx2id(uint16 idx) {
  142. if (idx < SKILL_MAX_DB() && skill_db[idx])
  143. return skill_db[idx]->nameid;
  144. return 0;
  145. }
  146. /**
  147. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  148. * @param skill_id
  149. * @param silent If Skill is undefined, show error message!
  150. * @return Skill Index or 0 if not found/unset
  151. **/
  152. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  153. uint16 idx = skilldb_id2idx[skill_id];
  154. if (!idx && skill_id != 0 && !silent)
  155. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  156. return idx;
  157. }
  158. /**
  159. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  160. * @param skill_id
  161. * @return Skill index
  162. **/
  163. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  164. uint16 idx = skill_get_index2(skill_id);
  165. if (idx || idx == skill_id)
  166. return idx;
  167. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  168. idx = skill_db_create(skill_id);
  169. return idx;
  170. }
  171. /**
  172. * Get Skill name
  173. * @param skill_id
  174. * @return AEGIS Skill name
  175. **/
  176. const char* skill_get_name( uint16 skill_id ) {
  177. return skill_db[skill_get_index(skill_id)]->name;
  178. }
  179. /**
  180. * Get Skill name
  181. * @param skill_id
  182. * @return English Skill name
  183. **/
  184. const char* skill_get_desc( uint16 skill_id ) {
  185. return skill_db[skill_get_index(skill_id)]->desc;
  186. }
  187. /// out of bounds error checking [celest]
  188. static void skill_chk(uint16 *skill_id) {
  189. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  190. }
  191. /// checks/adjusts index. make sure we don't use negative index
  192. static void skill_chk2(int *idx) {
  193. if (*idx < 0) *idx = 0;
  194. }
  195. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  196. #define skill_get2(id, lv, arrvar) do {\
  197. int idx;\
  198. skill_chk(&(id));\
  199. if (!(id))\
  200. return 0;\
  201. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  202. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1 && idx > 1) {\
  203. int a__ = (arrvar)[idx-2];\
  204. int b__ = (arrvar)[idx-1];\
  205. int c__ = (arrvar)[idx];\
  206. return (c__ + (((lv)-MAX_SKILL_LEVEL+1)*(b__-a__)/2) + (((lv)-MAX_SKILL_LEVEL)*(c__-b__)/2));\
  207. }\
  208. return ((arrvar)[idx]);\
  209. } while(0)
  210. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  211. // Skill DB
  212. enum e_damage_type skill_get_hit( uint16 skill_id ) { skill_chk(&skill_id); if (!skill_id) return DMG_NORMAL; return static_cast<e_damage_type>(skill_db[skill_id]->hit); }
  213. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  214. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  215. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  216. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  217. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  218. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  219. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  220. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  221. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  222. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  223. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  224. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  225. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  226. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  227. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  228. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  229. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  230. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  231. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  232. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  233. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  234. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  235. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  236. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  237. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  238. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  239. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  240. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  241. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  242. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  243. #ifdef RENEWAL_CAST
  244. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  245. #endif
  246. // Skill requirements
  247. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  248. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  249. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  250. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  251. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  252. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  253. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  254. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  255. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  256. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  257. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  258. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  259. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  260. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  261. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  262. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  263. int splash = skill_get_splash_(skill_id, skill_lv);
  264. if (splash < 0)
  265. return AREA_SIZE;
  266. return splash;
  267. }
  268. int skill_tree_get_max(uint16 skill_id, int b_class)
  269. {
  270. int i;
  271. b_class = pc_class2idx(b_class);
  272. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  273. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  274. return skill_tree[b_class][i].skill_lv;
  275. else
  276. return skill_get_max(skill_id);
  277. }
  278. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  279. int skill_attack_area(struct block_list *bl,va_list ap);
  280. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  281. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  282. int skill_greed(struct block_list *bl, va_list ap);
  283. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  284. static int skill_trap_splash(struct block_list *bl, va_list ap);
  285. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  286. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  287. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  288. static int skill_unit_effect(struct block_list *bl,va_list ap);
  289. static int skill_bind_trap(struct block_list *bl, va_list ap);
  290. int skill_get_casttype (uint16 skill_id) {
  291. int inf = skill_get_inf(skill_id);
  292. if (inf&(INF_GROUND_SKILL))
  293. return CAST_GROUND;
  294. if (inf&INF_SUPPORT_SKILL)
  295. return CAST_NODAMAGE;
  296. if (inf&INF_SELF_SKILL) {
  297. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  298. return CAST_DAMAGE; //Combo skill.
  299. return CAST_NODAMAGE;
  300. }
  301. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  302. return CAST_NODAMAGE;
  303. return CAST_DAMAGE;
  304. }
  305. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  306. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  307. int range, inf3=0;
  308. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  309. return 9; //Mobs have a range of 9 regardless of skill used.
  310. range = skill_get_range(skill_id, skill_lv);
  311. if( range < 0 ) {
  312. if( battle_config.use_weapon_skill_range&bl->type )
  313. return status_get_range(bl);
  314. range *=-1;
  315. }
  316. if (isServer && range > 14) {
  317. range = 14; // Server-sided base range can't be above 14
  318. }
  319. inf3 = skill_get_inf3(skill_id);
  320. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  321. if( bl->type == BL_PC ) {
  322. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  323. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  324. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  325. } else
  326. range += battle_config.mob_eye_range_bonus;
  327. }
  328. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  329. if( bl->type == BL_PC ) {
  330. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  331. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  332. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  333. }
  334. }
  335. if( !range && bl->type != BL_PC )
  336. return 9; // Enable non players to use self skills on others. [Skotlex]
  337. return range;
  338. }
  339. /** Copy Referral: dummy skills should point to their source.
  340. * @param skill_id Dummy skill ID
  341. * @return Real skill id if found
  342. **/
  343. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  344. switch (skill_id) {
  345. case AB_DUPLELIGHT_MELEE:
  346. case AB_DUPLELIGHT_MAGIC:
  347. return AB_DUPLELIGHT;
  348. case WL_CHAINLIGHTNING_ATK:
  349. return WL_CHAINLIGHTNING;
  350. case WL_TETRAVORTEX_FIRE:
  351. case WL_TETRAVORTEX_WATER:
  352. case WL_TETRAVORTEX_WIND:
  353. case WL_TETRAVORTEX_GROUND:
  354. return WL_TETRAVORTEX;
  355. case WL_SUMMON_ATK_FIRE:
  356. return WL_SUMMONFB;
  357. case WL_SUMMON_ATK_WIND:
  358. return WL_SUMMONBL;
  359. case WL_SUMMON_ATK_WATER:
  360. return WL_SUMMONWB;
  361. case WL_SUMMON_ATK_GROUND:
  362. return WL_SUMMONSTONE;
  363. case LG_OVERBRAND_BRANDISH:
  364. case LG_OVERBRAND_PLUSATK:
  365. return LG_OVERBRAND;
  366. case WM_REVERBERATION_MELEE:
  367. case WM_REVERBERATION_MAGIC:
  368. return WM_REVERBERATION;
  369. case WM_SEVERE_RAINSTORM_MELEE:
  370. return WM_SEVERE_RAINSTORM;
  371. case GN_CRAZYWEED_ATK:
  372. return GN_CRAZYWEED;
  373. case GN_HELLS_PLANT_ATK:
  374. return GN_HELLS_PLANT;
  375. case GN_SLINGITEM_RANGEMELEEATK:
  376. return GN_SLINGITEM;
  377. case RL_R_TRIP_PLUSATK:
  378. return RL_R_TRIP;
  379. case NPC_MAXPAIN_ATK:
  380. return NPC_MAXPAIN;
  381. case SU_SV_ROOTTWIST_ATK:
  382. return SU_SV_ROOTTWIST;
  383. }
  384. return skill_id;
  385. }
  386. /**
  387. * Calculates heal value of skill's effect
  388. * @param src: Unit casting heal
  389. * @param target: Target of src
  390. * @param skill_id: Skill ID used
  391. * @param skill_lv: Skill Level used
  392. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  393. * @return modified heal value
  394. */
  395. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  396. int skill, hp = 0, hp_bonus = 0;
  397. double global_bonus = 1;
  398. struct map_session_data *sd = BL_CAST(BL_PC, src);
  399. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  400. struct status_change *sc, *tsc;
  401. sc = status_get_sc(src);
  402. tsc = status_get_sc(target);
  403. switch( skill_id ) {
  404. case BA_APPLEIDUN:
  405. #ifdef RENEWAL
  406. hp = 100 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  407. #else
  408. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  409. #endif
  410. if (sd)
  411. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  412. break;
  413. case PR_SANCTUARY:
  414. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  415. break;
  416. case NPC_EVILLAND:
  417. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  418. break;
  419. case AB_HIGHNESSHEAL:
  420. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  421. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  422. hp_bonus += skill * 2;
  423. break;
  424. case SU_FRESHSHRIMP:
  425. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  426. break;
  427. case SU_BUNCHOFSHRIMP:
  428. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  429. break;
  430. default:
  431. if (skill_lv >= battle_config.max_heal_lv)
  432. return battle_config.max_heal;
  433. #ifdef RENEWAL
  434. /**
  435. * Renewal Heal Formula
  436. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  437. */
  438. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  439. #else
  440. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  441. #endif
  442. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  443. hp_bonus += skill * 2;
  444. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  445. hp_bonus += skill * 2;
  446. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  447. hp *= 2;
  448. break;
  449. }
  450. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  451. hp >>= 1;
  452. if (sd && ((skill = pc_checkskill(sd, SU_POWEROFSEA)) > 0)) {
  453. hp_bonus += 10;
  454. if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5)
  455. hp_bonus += 20;
  456. }
  457. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  458. hp_bonus += skill;
  459. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  460. hp_bonus += skill;
  461. if (sc && sc->count) {
  462. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL))
  463. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  464. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  465. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  466. }
  467. if (tsc && tsc->count) {
  468. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  469. if (tsc->data[SC_INCHEALRATE])
  470. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  471. if (tsc->data[SC_EXTRACT_WHITE_POTION_Z])
  472. hp_bonus += tsc->data[SC_EXTRACT_WHITE_POTION_Z]->val1;
  473. if (tsc->data[SC_GLASTHEIM_HEAL])
  474. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val2;
  475. }
  476. }
  477. if (hp_bonus)
  478. hp += hp * hp_bonus / 100;
  479. #ifdef RENEWAL
  480. // MATK part of the RE heal formula [malufett]
  481. // Note: in this part matk bonuses from items or skills are not applied
  482. switch( skill_id ) {
  483. case BA_APPLEIDUN:
  484. case PR_SANCTUARY:
  485. case NPC_EVILLAND:
  486. break;
  487. default:
  488. {
  489. struct status_data *status = status_get_status_data(src);
  490. int min, max;
  491. min = max = status_base_matk(src, status, status_get_lv(src));
  492. if( status->rhw.matk > 0 ){
  493. int wMatk, variance;
  494. wMatk = status->rhw.matk;
  495. variance = wMatk * status->rhw.wlv / 10;
  496. min += wMatk - variance;
  497. max += wMatk + variance;
  498. }
  499. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  500. min = max;
  501. if( sd && sd->right_weapon.overrefine > 0 ){
  502. min++;
  503. max += sd->right_weapon.overrefine - 1;
  504. }
  505. if(max > min)
  506. hp += min+rnd()%(max-min);
  507. else
  508. hp += min;
  509. }
  510. }
  511. #endif
  512. // Global multipliers are applied after the MATK is applied
  513. if (tsc && tsc->count) {
  514. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  515. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  516. global_bonus *= 1.1f;
  517. }
  518. }
  519. if (skill_id == AB_HIGHNESSHEAL)
  520. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  521. if (heal && tsc && tsc->count) {
  522. uint8 penalty = 0;
  523. if (tsc->data[SC_CRITICALWOUND])
  524. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  525. if (tsc->data[SC_DEATHHURT])
  526. penalty += 20;
  527. if (tsc->data[SC_NORECOVER_STATE])
  528. penalty = 100;
  529. if (penalty > 0) {
  530. penalty = cap_value(penalty, 1, 100);
  531. global_bonus *= (100 - penalty) / 100.f;
  532. }
  533. }
  534. hp = (int)(hp * global_bonus);
  535. return (heal) ? max(1, hp) : hp;
  536. }
  537. /**
  538. * Making Plagiarism and Reproduce check their own function
  539. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  540. * @param sd: Player who will copy the skill
  541. * @param skill_id: Target skill
  542. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  543. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  544. */
  545. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  546. // Only copy skill that player doesn't have or the skill is old clone
  547. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  548. return 0;
  549. // Check if the skill is copyable by class
  550. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  551. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  552. while (1) {
  553. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  554. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  555. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  556. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  557. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  558. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  559. return 0;
  560. }
  561. }
  562. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  563. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  564. return 1;
  565. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  566. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  567. return 2;
  568. return 0;
  569. }
  570. /**
  571. * Check if the skill is ok to cast and when.
  572. * Done before check_condition_begin, requirement
  573. * @param skill_id: Skill ID that casted
  574. * @param sd: Player who casted
  575. * @return true: Skill cannot be used, false: otherwise
  576. * @author [MouseJstr]
  577. */
  578. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  579. {
  580. int16 idx,m;
  581. uint32 skill_nocast = 0;
  582. nullpo_retr(1,sd);
  583. m = sd->bl.m;
  584. idx = skill_get_index(skill_id);
  585. if (idx == 0)
  586. return true; // invalid skill id
  587. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  588. return false; // can do any damn thing they want
  589. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  590. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  591. if (map[m].flag.noskill)
  592. return true;
  593. // Epoque:
  594. // This code will compare the player's attack motion value which is influenced by ASPD before
  595. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  596. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  597. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  598. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  599. {// attempted to cast a skill before the attack motion has finished
  600. return true;
  601. }
  602. if (skill_blockpc_get(sd, skill_id) != -1){
  603. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  604. return true;
  605. }
  606. /**
  607. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  608. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  609. */
  610. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  611. return false;
  612. skill_nocast = skill_get_nocast(skill_id);
  613. // Check skill restrictions [Celest]
  614. if( (!map_flag_vs2(m) && skill_nocast&1) ||
  615. (map[m].flag.pvp && skill_nocast&2) ||
  616. (map_flag_gvg2_no_te(m) && skill_nocast&4) ||
  617. (map[m].flag.battleground && skill_nocast&8) ||
  618. (map_flag_gvg2_te(m) && skill_nocast&16) || // WOE:TE
  619. (map[m].flag.restricted && map[m].zone && skill_nocast&(8*map[m].zone)) ){
  620. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  621. return true;
  622. }
  623. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  624. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  625. switch (skill_id) {
  626. case AL_WARP:
  627. case RETURN_TO_ELDICASTES:
  628. case ALL_GUARDIAN_RECALL:
  629. case ECLAGE_RECALL:
  630. if(map[m].flag.nowarp) {
  631. clif_skill_teleportmessage(sd,0);
  632. return true;
  633. }
  634. return false;
  635. case AL_TELEPORT:
  636. case SC_FATALMENACE:
  637. case SC_DIMENSIONDOOR:
  638. case ALL_ODINS_RECALL:
  639. case WE_CALLALLFAMILY:
  640. if(map[m].flag.noteleport) {
  641. clif_skill_teleportmessage(sd,0);
  642. return true;
  643. }
  644. return false; // gonna be checked in 'skill_castend_nodamage_id'
  645. case WE_CALLPARTNER:
  646. case WE_CALLPARENT:
  647. case WE_CALLBABY:
  648. if (map[m].flag.nomemo) {
  649. clif_skill_teleportmessage(sd,1);
  650. return true;
  651. }
  652. break;
  653. case MC_VENDING:
  654. case ALL_BUYING_STORE:
  655. if( map[sd->bl.m].flag.novending ) {
  656. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  657. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  658. return true;
  659. }
  660. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  661. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  662. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  663. return true;
  664. }
  665. if( npc_isnear(&sd->bl) ) {
  666. // uncomment to send msg_txt.
  667. //char output[150];
  668. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  669. //clif_displaymessage(sd->fd, output);
  670. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  671. return true;
  672. }
  673. case MC_IDENTIFY:
  674. return false; // always allowed
  675. case WZ_ICEWALL:
  676. // noicewall flag [Valaris]
  677. if (map[m].flag.noicewall) {
  678. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  679. return true;
  680. }
  681. break;
  682. case GC_DARKILLUSION:
  683. if( map_flag_gvg2(m) ) {
  684. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  685. return true;
  686. }
  687. break;
  688. case GD_EMERGENCYCALL:
  689. case GD_ITEMEMERGENCYCALL:
  690. if (
  691. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  692. !(battle_config.emergency_call&(map_flag_gvg2(m)?8:4)) ||
  693. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !(map[m].flag.gvg_castle || map[m].flag.gvg_te_castle))
  694. ) {
  695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  696. return true;
  697. }
  698. break;
  699. case WM_SIRCLEOFNATURE:
  700. case WM_SOUND_OF_DESTRUCTION:
  701. case WM_LULLABY_DEEPSLEEP:
  702. case WM_SATURDAY_NIGHT_FEVER:
  703. if( !map_flag_vs(m) ) {
  704. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  705. return true;
  706. }
  707. break;
  708. }
  709. return false;
  710. }
  711. /**
  712. * Check if the homunculus skill is ok to be processed
  713. * After checking from Homunculus side, also check the master condition
  714. * @param hd: Homunculus who casted
  715. * @param skill_id: Skill ID casted
  716. * @param skill_lv: Skill level casted
  717. * @return true: Skill cannot be used, false: otherwise
  718. */
  719. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  720. {
  721. uint16 idx = skill_get_index(skill_id);
  722. struct map_session_data *sd = NULL;
  723. struct status_change *sc;
  724. int8 spiritball = 0;
  725. nullpo_retr(true, hd);
  726. if (idx == 0)
  727. return true; // invalid skill id
  728. spiritball = skill_get_spiritball(skill_id, skill_lv);
  729. sd = hd->master;
  730. sc = status_get_sc(&hd->bl);
  731. if (!sd)
  732. return true;
  733. if (sc && !sc->count)
  734. sc = NULL;
  735. if (hd->blockskill[idx] > 0)
  736. return true;
  737. switch(skill_id) {
  738. case HFLI_SBR44:
  739. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  740. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  741. return true;
  742. }
  743. break;
  744. case HVAN_EXPLOSION:
  745. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  746. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  747. return true;
  748. }
  749. break;
  750. case MH_LIGHT_OF_REGENE: // Must be cordial
  751. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  752. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  753. return true;
  754. }
  755. break;
  756. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  757. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  758. return true;
  759. break;
  760. case MH_ANGRIFFS_MODUS:
  761. if (sc && sc->data[SC_GOLDENE_FERSE])
  762. return true;
  763. break;
  764. case MH_TINDER_BREAKER: // Must be in grappling mode
  765. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  766. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  767. return true;
  768. }
  769. break;
  770. case MH_SONIC_CRAW: // Must be in fighting mode
  771. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  772. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  773. return true;
  774. }
  775. break;
  776. case MH_SILVERVEIN_RUSH:
  777. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  778. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  779. return true;
  780. }
  781. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  782. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  783. return true;
  784. }
  785. break;
  786. case MH_MIDNIGHT_FRENZY:
  787. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  788. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  789. return true;
  790. }
  791. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  792. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  793. return true;
  794. }
  795. break;
  796. case MH_CBC:
  797. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  798. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  799. return true;
  800. }
  801. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  802. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  803. return true;
  804. }
  805. break;
  806. case MH_EQC:
  807. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  808. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  809. return true;
  810. }
  811. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  812. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  813. return true;
  814. }
  815. break;
  816. }
  817. if (spiritball) {
  818. if (hd->homunculus.spiritball < spiritball) {
  819. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  820. return true;
  821. }
  822. hom_delspiritball(hd, spiritball, 1);
  823. }
  824. //Use master's criteria.
  825. return skill_isNotOk(skill_id, hd->master);
  826. }
  827. /**
  828. * Check if the mercenary skill is ok to be processed
  829. * After checking from Homunculus side, also check the master condition
  830. * @param skill_id: Skill ID that casted
  831. * @param md: Mercenary who casted
  832. * @return true: Skill cannot be used, false: otherwise
  833. */
  834. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  835. {
  836. uint16 idx = skill_get_index(skill_id);
  837. nullpo_retr(1, md);
  838. if (!idx)
  839. return true; // Invalid Skill ID
  840. if (md->blockskill[idx] > 0)
  841. return true;
  842. return skill_isNotOk(skill_id, md->master);
  843. }
  844. /**
  845. * Check if the skill can be casted near NPC or not
  846. * @param src Object who casted
  847. * @param skill_id Skill ID that casted
  848. * @param skill_lv Skill Lv
  849. * @param pos_x Position x of the target
  850. * @param pos_y Position y of the target
  851. * @return true: Skill cannot be used, false: otherwise
  852. * @author [Cydh]
  853. */
  854. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  855. int inf;
  856. if (!src || !skill_get_index(skill_id))
  857. return false;
  858. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  859. return false;
  860. inf = skill_get_inf(skill_id);
  861. //if self skill
  862. if (inf&INF_SELF_SKILL) {
  863. pos_x = src->x;
  864. pos_y = src->y;
  865. }
  866. if (pos_x <= 0) pos_x = src->x;
  867. if (pos_y <= 0) pos_y = src->y;
  868. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  869. }
  870. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  871. {
  872. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  873. uint8 dir;
  874. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  875. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  876. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  877. }
  878. nullpo_retr(NULL, src);
  879. //Monsters sometimes deploy more units on level 10
  880. if (src->type == BL_MOB && skill_lv >= 10) {
  881. if (skill_id == WZ_WATERBALL)
  882. pos = 4; //9x9 Area
  883. }
  884. if (pos != -1) // simple single-definition layout
  885. return &skill_unit_layout[pos];
  886. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  887. if (skill_id == MG_FIREWALL)
  888. return &skill_unit_layout [firewall_unit_pos + dir];
  889. else if (skill_id == WZ_ICEWALL)
  890. return &skill_unit_layout [icewall_unit_pos + dir];
  891. else if( skill_id == WL_EARTHSTRAIN )
  892. return &skill_unit_layout [earthstrain_unit_pos + dir];
  893. else if( skill_id == RL_FIRE_RAIN )
  894. return &skill_unit_layout[firerain_unit_pos + dir];
  895. else if( skill_id == GN_WALLOFTHORN )
  896. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  897. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  898. return &skill_unit_layout[0]; // default 1x1 layout
  899. }
  900. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  901. {
  902. if( skill_id == LG_OVERBRAND )
  903. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  904. else if( skill_id == LG_OVERBRAND_BRANDISH )
  905. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  906. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  907. return &skill_nounit_layout[0];
  908. }
  909. /** Stores temporary values.
  910. * Common usages:
  911. * [0] holds number of targets in area
  912. * [1] holds the id of the original target
  913. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  914. */
  915. static int skill_area_temp[8];
  916. /*==========================================
  917. * Add effect to skill when hit succesfully target
  918. *------------------------------------------*/
  919. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, unsigned int tick)
  920. {
  921. struct map_session_data *sd, *dstsd;
  922. struct mob_data *md, *dstmd;
  923. struct status_data *sstatus, *tstatus;
  924. struct status_change *sc, *tsc;
  925. enum sc_type status;
  926. int skill;
  927. int rate;
  928. nullpo_ret(src);
  929. nullpo_ret(bl);
  930. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  931. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  932. return 0;
  933. sd = BL_CAST(BL_PC, src);
  934. md = BL_CAST(BL_MOB, src);
  935. dstsd = BL_CAST(BL_PC, bl);
  936. dstmd = BL_CAST(BL_MOB, bl);
  937. sc = status_get_sc(src);
  938. tsc = status_get_sc(bl);
  939. sstatus = status_get_status_data(src);
  940. tstatus = status_get_status_data(bl);
  941. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  942. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  943. // Chance to trigger Taekwon kicks
  944. if (sc->data[SC_READYSTORM] &&
  945. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  946. 0, 2, 0,
  947. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  948. ; //Stance triggered
  949. else if (sc->data[SC_READYDOWN] &&
  950. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  951. 0, 2, 0,
  952. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  953. ; //Stance triggered
  954. else if (sc->data[SC_READYTURN] &&
  955. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  956. 0, 2, 0,
  957. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  958. ; //Stance triggered
  959. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  960. rate = 20;
  961. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  962. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  963. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  964. }
  965. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  966. 0, 2, 0,
  967. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  968. ; //Stance triggered
  969. }
  970. }
  971. if (!tsc) //skill additional effect is about adding effects to the target...
  972. //So if the target can't be inflicted with statuses, this is pointless.
  973. return 0;
  974. if( sd )
  975. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  976. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  977. // Trigger status effects
  978. enum sc_type type;
  979. uint8 i;
  980. unsigned int time = 0;
  981. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  982. rate = sd->addeff[i].rate;
  983. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  984. rate += sd->addeff[i].arrow_rate;
  985. if( !rate )
  986. continue;
  987. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  988. // Trigger has attack type consideration.
  989. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  990. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  991. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) )
  992. ;
  993. else
  994. continue;
  995. }
  996. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  997. // Trigger has range consideration.
  998. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  999. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1000. continue; //Range Failed.
  1001. }
  1002. type = sd->addeff[i].sc;
  1003. time = sd->addeff[i].duration;
  1004. if (sd->addeff[i].flag&ATF_TARGET)
  1005. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1006. if (sd->addeff[i].flag&ATF_SELF)
  1007. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1008. }
  1009. }
  1010. if( skill_id ) {
  1011. // Trigger status effects on skills
  1012. enum sc_type type;
  1013. uint8 i;
  1014. unsigned int time = 0;
  1015. for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) {
  1016. if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate )
  1017. continue;
  1018. type = sd->addeff_onskill[i].sc;
  1019. time = sd->addeff_onskill[i].duration;
  1020. if( sd->addeff_onskill[i].target&ATF_TARGET )
  1021. status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  1022. if( sd->addeff_onskill[i].target&ATF_SELF )
  1023. status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  1024. }
  1025. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1026. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1027. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1028. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1029. clif_emotion(bl,ET_HUK);
  1030. }
  1031. }
  1032. }
  1033. if( dmg_lv < ATK_DEF ) // no damage, return;
  1034. return 0;
  1035. switch(skill_id) {
  1036. case 0:
  1037. { // Normal attacks (no skill used)
  1038. if( attack_type&BF_SKILL )
  1039. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1040. if(sd) {
  1041. // Automatic trigger of Blitz Beat
  1042. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1043. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1044. rate=(sd->status.job_level+9)/10;
  1045. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1046. }
  1047. // Automatic trigger of Warg Strike [Jobbie]
  1048. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1049. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1050. // Gank
  1051. if(dstmd && sd->status.weapon != W_BOW &&
  1052. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1053. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1054. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1055. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1056. else
  1057. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1058. }
  1059. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  1060. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  1061. }
  1062. if (sc) {
  1063. struct status_change_entry *sce;
  1064. // Enchant Poison gives a chance to poison attacked enemies
  1065. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1066. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1067. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1068. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1069. if((sce=sc->data[SC_EDP]))
  1070. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1071. skill_get_time2(ASC_EDP,sce->val1));
  1072. }
  1073. }
  1074. break;
  1075. case SM_BASH:
  1076. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1077. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1078. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1079. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1080. }
  1081. break;
  1082. case MER_CRASH:
  1083. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1084. break;
  1085. case AS_VENOMKNIFE:
  1086. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1087. skill_lv = pc_checkskill(sd, TF_POISON);
  1088. case TF_POISON:
  1089. case AS_SPLASHER:
  1090. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1091. && sd && skill_id==TF_POISON
  1092. )
  1093. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1094. break;
  1095. case AS_SONICBLOW:
  1096. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1097. break;
  1098. case WZ_FIREPILLAR:
  1099. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1100. break;
  1101. case MG_FROSTDIVER:
  1102. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1103. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1104. break;
  1105. case WZ_FROSTNOVA:
  1106. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1107. break;
  1108. case WZ_STORMGUST:
  1109. // Storm Gust counter was dropped in renewal
  1110. #ifdef RENEWAL
  1111. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1112. #else
  1113. //On third hit, there is a 150% to freeze the target
  1114. if(tsc->sg_counter >= 3 &&
  1115. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1116. tsc->sg_counter = 0;
  1117. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1118. else if( tsc->sg_counter > 250 )
  1119. tsc->sg_counter = 0;
  1120. #endif
  1121. break;
  1122. case WZ_METEOR:
  1123. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1124. break;
  1125. case WZ_VERMILION:
  1126. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1127. break;
  1128. case WZ_HEAVENDRIVE:
  1129. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1130. break;
  1131. case HT_FREEZINGTRAP:
  1132. case MA_FREEZINGTRAP:
  1133. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1134. break;
  1135. case HT_FLASHER:
  1136. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1137. break;
  1138. case HT_LANDMINE:
  1139. case MA_LANDMINE:
  1140. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1141. break;
  1142. case HT_SHOCKWAVE:
  1143. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1144. break;
  1145. case HT_SANDMAN:
  1146. case MA_SANDMAN:
  1147. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1148. break;
  1149. case TF_SPRINKLESAND:
  1150. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1151. break;
  1152. case TF_THROWSTONE:
  1153. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1154. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1155. break;
  1156. case NPC_DARKCROSS:
  1157. case CR_HOLYCROSS:
  1158. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1159. break;
  1160. case NPC_GRANDDARKNESS:
  1161. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1162. attack_type |= BF_WEAPON;
  1163. break;
  1164. case CR_GRANDCROSS:
  1165. //Chance to cause blind status vs demon and undead element, but not against players
  1166. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1167. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1168. attack_type |= BF_WEAPON;
  1169. break;
  1170. case AM_ACIDTERROR:
  1171. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1172. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1173. clif_emotion(bl,ET_HUK);
  1174. break;
  1175. case AM_DEMONSTRATION:
  1176. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1177. break;
  1178. case CR_SHIELDCHARGE:
  1179. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1180. break;
  1181. case PA_PRESSURE:
  1182. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1183. //Fall through
  1184. case HW_GRAVITATION:
  1185. //Pressure and Gravitation can trigger physical autospells
  1186. attack_type |= BF_NORMAL;
  1187. attack_type |= BF_WEAPON;
  1188. break;
  1189. case RG_RAID:
  1190. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1191. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1192. #ifdef RENEWAL
  1193. sc_start(src,bl,SC_RAID,100,7,5000);
  1194. break;
  1195. case RG_BACKSTAP:
  1196. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1197. #endif
  1198. break;
  1199. case BA_FROSTJOKER:
  1200. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1201. break;
  1202. case DC_SCREAM:
  1203. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1204. break;
  1205. case BD_LULLABY:
  1206. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1207. break;
  1208. case DC_UGLYDANCE:
  1209. rate = 5+5*skill_lv;
  1210. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1211. rate += 5+skill;
  1212. status_zap(bl, 0, rate);
  1213. break;
  1214. case SL_STUN:
  1215. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1216. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1217. break;
  1218. case NPC_PETRIFYATTACK:
  1219. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1220. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1221. skill_get_time2(skill_id,skill_lv));
  1222. break;
  1223. case NPC_CURSEATTACK:
  1224. case NPC_SLEEPATTACK:
  1225. case NPC_BLINDATTACK:
  1226. case NPC_POISON:
  1227. case NPC_SILENCEATTACK:
  1228. case NPC_STUNATTACK:
  1229. case NPC_BLEEDING:
  1230. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1231. break;
  1232. case NPC_ACIDBREATH:
  1233. case NPC_ICEBREATH:
  1234. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1235. break;
  1236. case NPC_MENTALBREAKER:
  1237. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1238. //equal to Matk*skLevel.
  1239. rate = sstatus->matk_min;
  1240. if (rate < sstatus->matk_max)
  1241. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1242. rate*=skill_lv;
  1243. status_zap(bl, 0, rate);
  1244. break;
  1245. }
  1246. // Equipment breaking monster skills [Celest]
  1247. case NPC_WEAPONBRAKER:
  1248. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1249. break;
  1250. case NPC_ARMORBRAKE:
  1251. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1252. break;
  1253. case NPC_HELMBRAKE:
  1254. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1255. break;
  1256. case NPC_SHIELDBRAKE:
  1257. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1258. break;
  1259. case CH_TIGERFIST: {
  1260. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1261. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1262. if (status_get_class_(bl) == CLASS_BOSS)
  1263. basetime /= 5;
  1264. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1265. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1266. }
  1267. break;
  1268. case LK_SPIRALPIERCE:
  1269. case ML_SPIRALPIERCE:
  1270. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ) //Does not work on status immune
  1271. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1272. break;
  1273. case ST_REJECTSWORD:
  1274. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1275. break;
  1276. case PF_FOGWALL:
  1277. if (src != bl && !tsc->data[SC_DELUGE])
  1278. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1279. break;
  1280. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1281. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1282. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1283. break;
  1284. case LK_JOINTBEAT:
  1285. status = status_skill2sc(skill_id);
  1286. if (tsc->jb_flag) {
  1287. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1288. tsc->jb_flag = 0;
  1289. }
  1290. break;
  1291. case ASC_METEORASSAULT:
  1292. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1293. switch(rnd()%3) {
  1294. case 0:
  1295. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1296. break;
  1297. case 1:
  1298. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1299. break;
  1300. default:
  1301. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1302. }
  1303. break;
  1304. case HW_NAPALMVULCAN:
  1305. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1306. break;
  1307. case WS_CARTTERMINATION: // Cart termination
  1308. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1309. break;
  1310. case CR_ACIDDEMONSTRATION:
  1311. case GN_FIRE_EXPANSION_ACID:
  1312. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1313. break;
  1314. case TK_DOWNKICK:
  1315. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1316. break;
  1317. case TK_JUMPKICK:
  1318. // debuff the following statuses
  1319. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1320. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1321. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1322. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1323. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1324. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1325. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1326. }
  1327. break;
  1328. case TK_TURNKICK:
  1329. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1330. if(attack_type&BF_MISC) //70% base stun chance...
  1331. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1332. break;
  1333. case GS_BULLSEYE: //0.1% coma rate.
  1334. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1335. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1336. break;
  1337. case GS_PIERCINGSHOT:
  1338. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1339. break;
  1340. case NJ_HYOUSYOURAKU:
  1341. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1342. break;
  1343. case GS_FLING:
  1344. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1345. break;
  1346. case GS_DISARM:
  1347. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  1348. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(bl);
  1349. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1350. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1351. break;
  1352. case NPC_EVILLAND:
  1353. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1354. break;
  1355. case NPC_HELLJUDGEMENT:
  1356. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1357. break;
  1358. case NPC_CRITICALWOUND:
  1359. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1360. break;
  1361. case RK_WINDCUTTER:
  1362. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1363. break;
  1364. case RK_DRAGONBREATH:
  1365. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1366. break;
  1367. case RK_DRAGONBREATH_WATER:
  1368. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1369. break;
  1370. case AB_ADORAMUS:
  1371. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1372. break;
  1373. case WL_CRIMSONROCK:
  1374. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1375. break;
  1376. case WL_COMET:
  1377. case NPC_COMET:
  1378. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1379. break;
  1380. case WL_EARTHSTRAIN:
  1381. {
  1382. uint16 i;
  1383. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1384. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1385. break;
  1386. for (i = 0; i < skill_lv; i++)
  1387. skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1388. }
  1389. break;
  1390. case WL_JACKFROST:
  1391. case NPC_JACKFROST:
  1392. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1393. break;
  1394. case RA_WUGBITE: {
  1395. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1396. if (wug_rate < 50)
  1397. wug_rate = 50;
  1398. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1399. }
  1400. break;
  1401. case RA_SENSITIVEKEEN:
  1402. if( rnd()%100 < 8 * skill_lv )
  1403. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1404. break;
  1405. case RA_FIRINGTRAP:
  1406. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1407. break;
  1408. case RA_ICEBOUNDTRAP:
  1409. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1410. break;
  1411. case NC_PILEBUNKER:
  1412. if( rnd()%100 < 25 + 15*skill_lv ) {
  1413. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1414. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1415. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1416. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1417. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1418. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1419. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1420. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1421. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1422. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1423. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1424. }
  1425. break;
  1426. case NC_FLAMELAUNCHER:
  1427. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1428. break;
  1429. case NC_COLDSLOWER:
  1430. // Status chances are applied officially through a check
  1431. // The skill first trys to give the frozen status to targets that are hit
  1432. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1433. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1434. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1435. break;
  1436. case NC_POWERSWING:
  1437. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1438. if( rnd()%100 < 5*skill_lv )
  1439. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1440. break;
  1441. case GC_WEAPONCRUSH:
  1442. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1443. break;
  1444. case LG_SHIELDPRESS:
  1445. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1446. break;
  1447. case LG_PINPOINTATTACK:
  1448. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1449. switch( skill_lv ) {
  1450. case 1:
  1451. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1452. break;
  1453. case 2:
  1454. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1455. break;
  1456. case 3:
  1457. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1458. break;
  1459. case 4:
  1460. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1461. break;
  1462. case 5:
  1463. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1464. break;
  1465. }
  1466. break;
  1467. case LG_MOONSLASHER:
  1468. rate = 32 + 8 * skill_lv;
  1469. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1470. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1471. else if( dstmd )
  1472. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1473. break;
  1474. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1475. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1476. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1477. break;
  1478. case LG_EARTHDRIVE:
  1479. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1480. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1481. break;
  1482. case LG_HESPERUSLIT:
  1483. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1484. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1485. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1486. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1487. break;
  1488. case SR_DRAGONCOMBO:
  1489. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1490. break;
  1491. case SR_FALLENEMPIRE:
  1492. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1493. break;
  1494. case SR_WINDMILL:
  1495. if( dstsd )
  1496. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1497. else if( dstmd )
  1498. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1499. break;
  1500. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1501. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1502. break;
  1503. case SR_EARTHSHAKER:
  1504. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1505. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1506. break;
  1507. case SR_HOWLINGOFLION:
  1508. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1509. break;
  1510. case WM_SOUND_OF_DESTRUCTION:
  1511. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1512. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1513. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1514. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1515. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1516. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1517. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * battle_calc_chorusbonus(sd)) {
  1518. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1519. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1520. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1521. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1522. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1523. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1524. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1525. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1526. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1527. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1528. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1529. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1530. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1531. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1532. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1533. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1534. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1535. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1536. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1537. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1538. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1539. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1540. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1541. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1542. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1543. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1544. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1545. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1546. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1547. }
  1548. break;
  1549. case SO_EARTHGRAVE:
  1550. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1551. break;
  1552. case SO_DIAMONDDUST:
  1553. rate = 5 + 5 * skill_lv;
  1554. if( sc && sc->data[SC_COOLER_OPTION] )
  1555. rate += (sd ? sd->status.job_level / 5 : 0);
  1556. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1557. break;
  1558. case SO_VARETYR_SPEAR:
  1559. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1560. break;
  1561. case GN_SLINGITEM_RANGEMELEEATK:
  1562. if( sd ) {
  1563. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1564. case ITEMID_COCONUT_BOMB:
  1565. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1566. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1567. break;
  1568. case ITEMID_MELON_BOMB:
  1569. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1570. break;
  1571. case ITEMID_BANANA_BOMB:
  1572. {
  1573. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1574. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1575. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1576. break;
  1577. }
  1578. }
  1579. sd->itemid = -1;
  1580. }
  1581. break;
  1582. case GN_HELLS_PLANT_ATK:
  1583. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1584. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1585. break;
  1586. case EL_WIND_SLASH: // Non confirmed rate.
  1587. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1588. break;
  1589. case EL_STONE_HAMMER:
  1590. rate = 10 * skill_lv;
  1591. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1592. break;
  1593. case EL_ROCK_CRUSHER:
  1594. case EL_ROCK_CRUSHER_ATK:
  1595. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1596. break;
  1597. case EL_TYPOON_MIS:
  1598. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1599. break;
  1600. case KO_JYUMONJIKIRI:
  1601. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1602. break;
  1603. case KO_SETSUDAN:
  1604. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1605. break;
  1606. case KO_MAKIBISHI:
  1607. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1608. break;
  1609. case MH_EQC:
  1610. {
  1611. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1612. if (hd) {
  1613. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1614. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1615. }
  1616. }
  1617. break;
  1618. case MH_LAVA_SLIDE:
  1619. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1620. break;
  1621. case MH_STAHL_HORN:
  1622. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1623. break;
  1624. case MH_NEEDLE_OF_PARALYZE:
  1625. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1626. break;
  1627. case MH_SILVERVEIN_RUSH:
  1628. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1629. break;
  1630. case MH_MIDNIGHT_FRENZY:
  1631. {
  1632. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1633. int spiritball = (hd?hd->homunculus.spiritball:1);
  1634. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1635. }
  1636. break;
  1637. case MH_XENO_SLASHER:
  1638. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1639. break;
  1640. case NC_MAGMA_ERUPTION:
  1641. if (attack_type&BF_WEAPON) // Stun effect from 'slam'
  1642. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1643. if (attack_type&BF_MISC) // Burning effect from 'eruption'
  1644. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1645. break;
  1646. case GN_ILLUSIONDOPING:
  1647. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1648. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1649. break;
  1650. case RL_MASS_SPIRAL:
  1651. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1652. break;
  1653. case RL_SLUGSHOT:
  1654. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1655. break;
  1656. case RL_BANISHING_BUSTER: {
  1657. uint16 i, n = skill_lv;
  1658. if (!tsc || !tsc->count)
  1659. break;
  1660. if (status_isimmune(bl))
  1661. break;
  1662. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 10 * skill_lv) {
  1663. if (sd)
  1664. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1665. break;
  1666. }
  1667. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1668. if (!tsc->data[i])
  1669. continue;
  1670. switch (i) {
  1671. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1672. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1673. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1674. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1675. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1676. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1677. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1678. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1679. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1680. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1681. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1682. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1683. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1684. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1685. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1686. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1687. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1688. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1689. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1690. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1691. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1692. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1693. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1694. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1695. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1696. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1697. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1698. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1699. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1700. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1701. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1702. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1703. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1704. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1705. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1706. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1707. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1708. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1709. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1710. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1711. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1712. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1713. case SC_P_ALTER: case SC_E_CHAIN:
  1714. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1715. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1716. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1717. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1718. #ifdef RENEWAL
  1719. case SC_EXTREMITYFIST2:
  1720. #endif
  1721. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1722. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1723. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1724. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1725. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1726. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1727. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1728. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1729. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1730. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1731. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1732. case SC_SPRITEMABLE: case SC_BITESCAR:
  1733. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1734. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1735. case SC_DAILYSENDMAILCNT:
  1736. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  1737. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  1738. continue;
  1739. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1740. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1741. case SC_FORTUNE: case SC_SERVICE4U:
  1742. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1743. continue; //If in song area don't end it, even if config enabled
  1744. break;
  1745. case SC_ASSUMPTIO:
  1746. if( bl->type == BL_MOB )
  1747. continue;
  1748. break;
  1749. }
  1750. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1751. tsc->data[i]->val2 = 0;
  1752. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1753. n--;
  1754. }
  1755. //Remove bonus_script by Banishing Buster
  1756. if (dstsd)
  1757. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1758. }
  1759. break;
  1760. case RL_S_STORM:
  1761. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1762. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1763. break;
  1764. case RL_AM_BLAST:
  1765. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1766. break;
  1767. case RL_HAMMER_OF_GOD:
  1768. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1769. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1770. break;
  1771. case SU_SCRATCH:
  1772. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1773. break;
  1774. case SU_SV_STEMSPEAR:
  1775. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1776. break;
  1777. case SU_CN_METEOR:
  1778. if (skill_area_temp[3] == 1)
  1779. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1780. break;
  1781. case SU_SCAROFTAROU:
  1782. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1783. break;
  1784. case SU_LUNATICCARROTBEAT:
  1785. if (skill_area_temp[3] == 1)
  1786. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1787. break;
  1788. } //end switch skill_id
  1789. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1790. { //Pass heritage to Master for status causing effects. [Skotlex]
  1791. sd = map_id2sd(md->master_id);
  1792. src = sd?&sd->bl:src;
  1793. }
  1794. // Coma
  1795. if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1796. rate = 0;
  1797. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1798. if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  1799. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1800. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1801. }
  1802. if (attack_type&BF_WEAPON) {
  1803. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1804. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1805. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1806. }
  1807. if (rate > 0)
  1808. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1809. }
  1810. if( attack_type&BF_WEAPON )
  1811. { // Breaking Equipment
  1812. if( sd && battle_config.equip_self_break_rate )
  1813. { // Self weapon breaking
  1814. rate = battle_config.equip_natural_break_rate;
  1815. if( sc )
  1816. {
  1817. if(sc->data[SC_OVERTHRUST])
  1818. rate += 10;
  1819. if(sc->data[SC_MAXOVERTHRUST])
  1820. rate += 10;
  1821. }
  1822. if( rate )
  1823. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1824. }
  1825. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1826. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1827. // Target weapon breaking
  1828. rate = 0;
  1829. if( sd )
  1830. rate += sd->bonus.break_weapon_rate;
  1831. if( sc && sc->data[SC_MELTDOWN] )
  1832. rate += sc->data[SC_MELTDOWN]->val2;
  1833. if( rate )
  1834. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1835. // Target armor breaking
  1836. rate = 0;
  1837. if( sd )
  1838. rate += sd->bonus.break_armor_rate;
  1839. if( sc && sc->data[SC_MELTDOWN] )
  1840. rate += sc->data[SC_MELTDOWN]->val3;
  1841. if( rate )
  1842. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1843. }
  1844. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1845. if (sd->def_set_race[tstatus->race].rate)
  1846. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1847. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1848. if (sd->mdef_set_race[tstatus->race].rate)
  1849. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1850. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1851. if (sd->norecover_state_race[tstatus->race].rate)
  1852. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1853. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1854. }
  1855. }
  1856. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1857. struct unit_data *ud = unit_bl2ud(src);
  1858. if( sc->data[SC_WILD_STORM_OPTION] )
  1859. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1860. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1861. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1862. else if( sc->data[SC_TROPIC_OPTION] )
  1863. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1864. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1865. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1866. else
  1867. skill = 0;
  1868. if ( rnd()%100 < 25 && skill ){
  1869. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1870. if (ud) {
  1871. rate = skill_delayfix(src, skill, skill_lv);
  1872. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1873. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1874. if ( battle_config.display_status_timers )
  1875. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1876. }
  1877. }
  1878. }
  1879. }
  1880. // Autospell when attacking
  1881. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1882. {
  1883. struct block_list *tbl;
  1884. struct unit_data *ud;
  1885. int i, autospl_skill_lv, type;
  1886. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1887. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1888. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1889. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1890. continue; // one or more trigger conditions were not fulfilled
  1891. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1892. sd->state.autocast = 1;
  1893. if ( skill_isNotOk(skill, sd) ) {
  1894. sd->state.autocast = 0;
  1895. continue;
  1896. }
  1897. sd->state.autocast = 0;
  1898. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1899. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1900. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1901. if (rnd()%1000 >= rate)
  1902. continue;
  1903. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1904. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1905. int maxcount = 0;
  1906. if( !(BL_PC&battle_config.skill_reiteration) &&
  1907. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1908. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1909. )
  1910. continue;
  1911. if( BL_PC&battle_config.skill_nofootset &&
  1912. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1913. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1914. )
  1915. continue;
  1916. if( BL_PC&battle_config.land_skill_limit &&
  1917. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1918. ) {
  1919. int v;
  1920. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1921. if(sd->ud.skillunit[v]->skill_id == skill)
  1922. maxcount--;
  1923. }
  1924. if( maxcount == 0 )
  1925. continue;
  1926. }
  1927. }
  1928. if (battle_config.autospell_check_range &&
  1929. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  1930. continue;
  1931. if (skill == AS_SONICBLOW)
  1932. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1933. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1934. type = CAST_GROUND;
  1935. sd->state.autocast = 1;
  1936. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1937. skill_toggle_magicpower(src, skill);
  1938. switch (type) {
  1939. case CAST_GROUND:
  1940. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1941. break;
  1942. case CAST_NODAMAGE:
  1943. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1944. break;
  1945. case CAST_DAMAGE:
  1946. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1947. break;
  1948. }
  1949. sd->state.autocast = 0;
  1950. //Set canact delay. [Skotlex]
  1951. ud = unit_bl2ud(src);
  1952. if (ud) {
  1953. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1954. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1955. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1956. if ( battle_config.display_status_timers && sd )
  1957. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1958. }
  1959. }
  1960. }
  1961. }
  1962. //Autobonus when attacking
  1963. if( sd && sd->autobonus[0].rate )
  1964. {
  1965. int i;
  1966. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1967. {
  1968. if( rnd()%1000 >= sd->autobonus[i].rate )
  1969. continue;
  1970. if( sd->autobonus[i].active != INVALID_TIMER )
  1971. continue;
  1972. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1973. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1974. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1975. continue; // one or more trigger conditions were not fulfilled
  1976. pc_exeautobonus(sd,&sd->autobonus[i]);
  1977. }
  1978. }
  1979. //Polymorph
  1980. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1981. dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) &&
  1982. (rnd()%10000 < sd->bonus.classchange))
  1983. {
  1984. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0);
  1985. if (class_ != 0 && mobdb_checkid(class_))
  1986. mob_class_change(dstmd,class_);
  1987. }
  1988. return 0;
  1989. }
  1990. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1991. uint8 i;
  1992. struct block_list *tbl;
  1993. if( sd == NULL || !skill_id )
  1994. return 0;
  1995. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1996. int skill, skill_lv, type;
  1997. if( sd->autospell3[i].flag != skill_id )
  1998. continue;
  1999. if( sd->autospell3[i].lock )
  2000. continue; // autospell already being executed
  2001. skill = sd->autospell3[i].id;
  2002. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2003. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  2004. sd->state.autocast = 0;
  2005. continue;
  2006. }
  2007. sd->state.autocast = 0;
  2008. if( skill >= 0 && bl == NULL )
  2009. continue; // No target
  2010. if( rnd()%1000 >= sd->autospell3[i].rate )
  2011. continue;
  2012. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  2013. if( skill < 0 ) {
  2014. tbl = &sd->bl;
  2015. skill *= -1;
  2016. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  2017. }
  2018. else
  2019. tbl = bl;
  2020. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  2021. int maxcount = 0;
  2022. if( !(BL_PC&battle_config.skill_reiteration) &&
  2023. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  2024. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  2025. continue;
  2026. if( BL_PC&battle_config.skill_nofootset &&
  2027. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  2028. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  2029. continue;
  2030. if( BL_PC&battle_config.land_skill_limit &&
  2031. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  2032. {
  2033. int v;
  2034. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  2035. if(sd->ud.skillunit[v]->skill_id == skill)
  2036. maxcount--;
  2037. }
  2038. if( maxcount == 0 )
  2039. continue;
  2040. }
  2041. }
  2042. if (battle_config.autospell_check_range &&
  2043. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2044. continue;
  2045. sd->state.autocast = 1;
  2046. sd->autospell3[i].lock = true;
  2047. skill_consume_requirement(sd,skill,skill_lv,1);
  2048. switch( type ) {
  2049. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  2050. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2051. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2052. }
  2053. sd->autospell3[i].lock = false;
  2054. sd->state.autocast = 0;
  2055. }
  2056. if( sd && sd->autobonus3[0].rate ) {
  2057. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  2058. if( rnd()%1000 >= sd->autobonus3[i].rate )
  2059. continue;
  2060. if( sd->autobonus3[i].active != INVALID_TIMER )
  2061. continue;
  2062. if( sd->autobonus3[i].atk_type != skill_id )
  2063. continue;
  2064. pc_exeautobonus(sd,&sd->autobonus3[i]);
  2065. }
  2066. }
  2067. return 1;
  2068. }
  2069. /* Splitted off from skill_additional_effect, which is never called when the
  2070. * attack skill kills the enemy. Place in this function counter status effects
  2071. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2072. * from cards) that will take effect on the source, not the target. [Skotlex]
  2073. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2074. * type of skills, so not every instance of skill_additional_effect needs a call
  2075. * to this one.
  2076. */
  2077. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  2078. {
  2079. int rate;
  2080. struct map_session_data *sd=NULL;
  2081. struct map_session_data *dstsd=NULL;
  2082. nullpo_ret(src);
  2083. nullpo_ret(bl);
  2084. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2085. sd = BL_CAST(BL_PC, src);
  2086. dstsd = BL_CAST(BL_PC, bl);
  2087. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2088. enum sc_type type;
  2089. uint8 i;
  2090. unsigned int time = 0;
  2091. for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) {
  2092. rate = dstsd->addeff_atked[i].rate;
  2093. if (attack_type&BF_LONG)
  2094. rate += dstsd->addeff_atked[i].arrow_rate;
  2095. if (!rate)
  2096. continue;
  2097. if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2098. if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2099. (dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2100. continue; //Range Failed.
  2101. }
  2102. type = dstsd->addeff_atked[i].sc;
  2103. time = dstsd->addeff_atked[i].duration;
  2104. if (dstsd->addeff_atked[i].flag&ATF_TARGET && src != bl)
  2105. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2106. if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl))
  2107. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2108. }
  2109. }
  2110. switch(skill_id) {
  2111. case MO_EXTREMITYFIST:
  2112. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2113. break;
  2114. case GS_FULLBUSTER:
  2115. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2116. break;
  2117. case HFLI_SBR44: //[orn]
  2118. case HVAN_EXPLOSION:
  2119. if(src->type == BL_HOM){
  2120. TBL_HOM *hd = (TBL_HOM*)src;
  2121. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2122. if (hd->master)
  2123. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2124. }
  2125. break;
  2126. case CR_GRANDCROSS:
  2127. case NPC_GRANDDARKNESS:
  2128. attack_type |= BF_WEAPON;
  2129. break;
  2130. case LG_HESPERUSLIT:
  2131. {
  2132. struct status_change *sc = status_get_sc(src);
  2133. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2134. char i;
  2135. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2136. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2137. }
  2138. }
  2139. break;
  2140. }
  2141. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2142. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  2143. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2144. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2145. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2146. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2147. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2148. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2149. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2150. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2151. }
  2152. if( sd && status_isdead(bl) ) {
  2153. int sp = 0, hp = 0;
  2154. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2155. sp += sd->bonus.sp_gain_value;
  2156. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2157. hp += sd->bonus.hp_gain_value;
  2158. }
  2159. if( attack_type&BF_MAGIC ) {
  2160. sp += sd->bonus.magic_sp_gain_value;
  2161. hp += sd->bonus.magic_hp_gain_value;
  2162. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2163. struct status_change *sc = NULL;
  2164. if( ( sc = status_get_sc(src) ) ) {
  2165. if(sc->data[SC_SPIRIT] &&
  2166. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2167. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2168. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2169. }
  2170. }
  2171. }
  2172. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2173. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2174. }
  2175. }
  2176. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  2177. struct status_change *sc = status_get_sc(bl);
  2178. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2179. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2180. }
  2181. // Trigger counter-spells to retaliate against damage causing skills.
  2182. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  2183. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  2184. {
  2185. struct block_list *tbl;
  2186. struct unit_data *ud;
  2187. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2188. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  2189. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  2190. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  2191. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  2192. continue; // one or more trigger conditions were not fulfilled
  2193. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  2194. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  2195. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2196. autospl_rate = dstsd->autospell2[i].rate;
  2197. //Physical range attacks only trigger autospells half of the time
  2198. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2199. autospl_rate>>=1;
  2200. dstsd->state.autocast = 1;
  2201. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2202. dstsd->state.autocast = 0;
  2203. continue;
  2204. }
  2205. dstsd->state.autocast = 0;
  2206. if (rnd()%1000 >= autospl_rate)
  2207. continue;
  2208. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  2209. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  2210. int maxcount = 0;
  2211. if( !(BL_PC&battle_config.skill_reiteration) &&
  2212. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2213. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2214. )
  2215. continue;
  2216. if( BL_PC&battle_config.skill_nofootset &&
  2217. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2218. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2219. )
  2220. continue;
  2221. if( BL_PC&battle_config.land_skill_limit &&
  2222. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2223. ) {
  2224. int v;
  2225. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2226. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2227. maxcount--;
  2228. }
  2229. if( maxcount == 0 ) {
  2230. continue;
  2231. }
  2232. }
  2233. }
  2234. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2235. continue;
  2236. dstsd->state.autocast = 1;
  2237. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2238. switch (type) {
  2239. case CAST_GROUND:
  2240. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2241. break;
  2242. case CAST_NODAMAGE:
  2243. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2244. break;
  2245. case CAST_DAMAGE:
  2246. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2247. break;
  2248. }
  2249. dstsd->state.autocast = 0;
  2250. //Set canact delay. [Skotlex]
  2251. ud = unit_bl2ud(bl);
  2252. if (ud) {
  2253. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2254. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2255. ud->canact_tick = max(tick + autospl_rate, ud->canact_tick);
  2256. if ( battle_config.display_status_timers && dstsd )
  2257. clif_status_change(bl, EFST_POSTDELAY, 1, autospl_rate, 0, 0, 0);
  2258. }
  2259. }
  2260. }
  2261. }
  2262. //Autobonus when attacked
  2263. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2264. int i;
  2265. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2266. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2267. continue;
  2268. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2269. continue;
  2270. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2271. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2272. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2273. continue; // one or more trigger conditions were not fulfilled
  2274. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2275. }
  2276. }
  2277. return 0;
  2278. }
  2279. /*=========================================================================
  2280. Breaks equipment. On-non players causes the corresponding strip effect.
  2281. - rate goes from 0 to 10000 (100.00%)
  2282. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2283. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2284. --------------------------------------------------------------------------*/
  2285. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2286. {
  2287. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2288. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2289. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2290. struct status_change *sc = status_get_sc(bl);
  2291. int i;
  2292. TBL_PC *sd;
  2293. sd = BL_CAST(BL_PC, bl);
  2294. if (sc && !sc->count)
  2295. sc = NULL;
  2296. if (sd) {
  2297. if (sd->bonus.unbreakable_equip)
  2298. where &= ~sd->bonus.unbreakable_equip;
  2299. if (sd->bonus.unbreakable)
  2300. rate -= rate*sd->bonus.unbreakable/100;
  2301. if (where&EQP_WEAPON) {
  2302. switch (sd->status.weapon) {
  2303. case W_FIST: //Bare fists should not break :P
  2304. case W_1HAXE:
  2305. case W_2HAXE:
  2306. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2307. case W_2HMACE:
  2308. case W_STAFF:
  2309. case W_2HSTAFF:
  2310. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2311. case W_HUUMA:
  2312. where &= ~EQP_WEAPON;
  2313. }
  2314. }
  2315. }
  2316. if (flag&BCT_ENEMY) {
  2317. if (battle_config.equip_skill_break_rate != 100)
  2318. rate = rate*battle_config.equip_skill_break_rate/100;
  2319. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2320. if (battle_config.equip_self_break_rate != 100)
  2321. rate = rate*battle_config.equip_self_break_rate/100;
  2322. }
  2323. for (i = 0; i < 4; i++) {
  2324. if (where&where_list[i]) {
  2325. if (sc && sc->count && sc->data[scdef[i]])
  2326. where&=~where_list[i];
  2327. else if (rnd()%10000 >= rate)
  2328. where&=~where_list[i];
  2329. else if (!sd) //Cause Strip effect.
  2330. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2331. }
  2332. }
  2333. if (!where) //Nothing to break.
  2334. return 0;
  2335. if (sd) {
  2336. for (i = 0; i < EQI_MAX; i++) {
  2337. short j = sd->equip_index[i];
  2338. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2339. continue;
  2340. switch(i) {
  2341. case EQI_HEAD_TOP: //Upper Head
  2342. flag = (where&EQP_HELM);
  2343. break;
  2344. case EQI_ARMOR: //Body
  2345. flag = (where&EQP_ARMOR);
  2346. break;
  2347. case EQI_HAND_R: //Left/Right hands
  2348. case EQI_HAND_L:
  2349. flag = (
  2350. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2351. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2352. break;
  2353. case EQI_SHOES:
  2354. flag = (where&EQP_SHOES);
  2355. break;
  2356. case EQI_GARMENT:
  2357. flag = (where&EQP_GARMENT);
  2358. break;
  2359. default:
  2360. continue;
  2361. }
  2362. if (flag) {
  2363. sd->inventory.u.items_inventory[j].attribute = 1;
  2364. pc_unequipitem(sd, j, 3);
  2365. }
  2366. }
  2367. clif_equiplist(sd);
  2368. }
  2369. return where; //Return list of pieces broken.
  2370. }
  2371. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2372. {
  2373. struct status_change *sc;
  2374. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2375. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2376. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2377. int i;
  2378. if (rnd()%100 >= rate)
  2379. return 0;
  2380. sc = status_get_sc(bl);
  2381. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2382. return 0;
  2383. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2384. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2385. where&=~pos[i];
  2386. }
  2387. if (!where) return 0;
  2388. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2389. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2390. where&=~pos[i];
  2391. }
  2392. return where?1:0;
  2393. }
  2394. /**
  2395. * Used to knock back players, monsters, traps, etc
  2396. * @param src Object that give knock back
  2397. * @param target Object that receive knock back
  2398. * @param count Number of knock back cell requested
  2399. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2400. * @param flag
  2401. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2402. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2403. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2404. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2405. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2406. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2407. BLOWN_TARGET_BASILICA - if target is in Basilica area
  2408. * @return Number of knocked back cells done
  2409. */
  2410. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2411. {
  2412. int dx = 0, dy = 0;
  2413. uint8 checkflag = 0;
  2414. struct status_change *tsc = status_get_sc(target);
  2415. enum e_unit_blown reason = UB_KNOCKABLE;
  2416. nullpo_ret(src);
  2417. nullpo_ret(target);
  2418. if (!count)
  2419. return count; // Actual knockback distance is 0.
  2420. // Create flag needed in unit_blown_immune
  2421. if(src != target)
  2422. checkflag |= 0x1; // Offensive
  2423. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2424. checkflag |= 0x2; // Knockback type
  2425. if(status_get_class_(src) == CLASS_BOSS)
  2426. checkflag |= 0x4; // Boss attack
  2427. // Get reason and check for flags
  2428. reason = unit_blown_immune(target, checkflag);
  2429. switch(reason) {
  2430. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2431. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2432. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2433. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2434. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2435. }
  2436. if (dir == -1) // <optimized>: do the computation here instead of outside
  2437. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2438. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2439. dx = -dirx[dir];
  2440. dy = -diry[dir];
  2441. }
  2442. if (tsc) {
  2443. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2444. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2445. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2446. return 0;
  2447. }
  2448. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2449. }
  2450. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2451. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2452. // In case of success returns type of reflection, otherwise 0
  2453. // 1 - Regular reflection (Maya)
  2454. // 2 - SL_KAITE reflection
  2455. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2456. {
  2457. struct status_change *sc = status_get_sc(bl);
  2458. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2459. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2460. // Item-based reflection - Bypasses Boss check
  2461. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2462. return 1;
  2463. }
  2464. // Magic Mirror reflection - Bypasses Boss check
  2465. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2466. return 1;
  2467. if( status_get_class_(src) == CLASS_BOSS )
  2468. return 0;
  2469. // status-based reflection
  2470. if( !sc || sc->count == 0 )
  2471. return 0;
  2472. // Kaite reflection - Does not bypass Boss check
  2473. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2474. #ifdef RENEWAL
  2475. && type // Does not reflect AoE
  2476. #endif
  2477. ) {
  2478. // Kaite only works against non-players if they are low-level.
  2479. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2480. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2481. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2482. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2483. return 2;
  2484. }
  2485. return 0;
  2486. }
  2487. /**
  2488. * Checks whether a skill can be used in combos or not
  2489. * @param skill_id: Target skill
  2490. * @return 0: Skill is not a combo
  2491. * 1: Skill is a normal combo
  2492. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2493. * @author Panikon
  2494. */
  2495. int skill_is_combo(uint16 skill_id) {
  2496. switch(skill_id) {
  2497. case MO_CHAINCOMBO:
  2498. case MO_COMBOFINISH:
  2499. case CH_TIGERFIST:
  2500. case CH_CHAINCRUSH:
  2501. case MO_EXTREMITYFIST:
  2502. case TK_TURNKICK:
  2503. case TK_STORMKICK:
  2504. case TK_DOWNKICK:
  2505. case TK_COUNTER:
  2506. case TK_JUMPKICK:
  2507. case HT_POWER:
  2508. case GC_COUNTERSLASH:
  2509. case GC_WEAPONCRUSH:
  2510. case SR_DRAGONCOMBO:
  2511. return 1;
  2512. case SR_FALLENEMPIRE:
  2513. case SR_TIGERCANNON:
  2514. case SR_GATEOFHELL:
  2515. return 2;
  2516. }
  2517. return 0;
  2518. }
  2519. /*
  2520. * Combo handler, start stop combo status
  2521. */
  2522. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2523. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2524. switch (skill_id) {
  2525. case MH_MIDNIGHT_FRENZY:
  2526. case MH_EQC:
  2527. {
  2528. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2529. short idx = hom_skill_get_index(skill_id2);
  2530. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2531. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2532. if (idx == -1)
  2533. break;
  2534. sd = hd->master;
  2535. hd->homunculus.hskill[idx].flag= flag;
  2536. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2537. }
  2538. break;
  2539. case MO_COMBOFINISH:
  2540. case CH_TIGERFIST:
  2541. case CH_CHAINCRUSH:
  2542. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2543. break;
  2544. case TK_JUMPKICK:
  2545. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2546. break;
  2547. case MO_TRIPLEATTACK:
  2548. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2549. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2550. break;
  2551. case SR_FALLENEMPIRE:
  2552. if (sd){
  2553. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2554. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2555. }
  2556. break;
  2557. }
  2558. }
  2559. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2560. unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2561. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2562. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2563. struct status_change_entry *sce;
  2564. TBL_PC *sd = BL_CAST(BL_PC,src);
  2565. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2566. struct status_change *sc = status_get_sc(src);
  2567. if(sc == NULL) return;
  2568. //End previous combo state after skill is invoked
  2569. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2570. switch (skill_id) {
  2571. case TK_TURNKICK:
  2572. case TK_STORMKICK:
  2573. case TK_DOWNKICK:
  2574. case TK_COUNTER:
  2575. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2576. sce->val1 = skill_id; //Update combo-skill
  2577. sce->val3 = skill_id;
  2578. if( sce->timer != INVALID_TIMER )
  2579. delete_timer(sce->timer, status_change_timer);
  2580. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2581. break;
  2582. }
  2583. unit_cancel_combo(src); // Cancel combo wait
  2584. break;
  2585. default:
  2586. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2587. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2588. }
  2589. }
  2590. //start new combo
  2591. if (sd) { //player only
  2592. switch (skill_id) {
  2593. case MO_TRIPLEATTACK:
  2594. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2595. duration = 1;
  2596. target_id = 0; // Will target current auto-target instead
  2597. }
  2598. break;
  2599. case MO_CHAINCOMBO:
  2600. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2601. duration = 1;
  2602. target_id = 0; // Will target current auto-target instead
  2603. }
  2604. break;
  2605. case MO_COMBOFINISH:
  2606. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2607. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2608. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2609. duration = 1;
  2610. target_id = 0; // Will target current auto-target instead
  2611. }
  2612. case CH_TIGERFIST:
  2613. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2614. duration = 1;
  2615. target_id = 0; // Will target current auto-target instead
  2616. }
  2617. case CH_CHAINCRUSH:
  2618. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2619. duration = 1;
  2620. target_id = 0; // Will target current auto-target instead
  2621. }
  2622. break;
  2623. case AC_DOUBLE:
  2624. if (pc_checkskill(sd, HT_POWER)) {
  2625. duration = 2000;
  2626. nodelay = 1; //Neither gives walk nor attack delay
  2627. target_id = 0; //Does not need to be used on previous target
  2628. }
  2629. break;
  2630. case SR_DRAGONCOMBO:
  2631. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2632. duration = 1;
  2633. break;
  2634. case SR_FALLENEMPIRE:
  2635. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2636. duration = 1;
  2637. break;
  2638. }
  2639. }
  2640. else { //other
  2641. switch(skill_id) {
  2642. case MH_TINDER_BREAKER:
  2643. case MH_CBC:
  2644. case MH_SONIC_CRAW:
  2645. case MH_SILVERVEIN_RUSH:
  2646. if(hd->homunculus.spiritball > 0) duration = 2000;
  2647. nodelay = 1;
  2648. break;
  2649. case MH_EQC:
  2650. case MH_MIDNIGHT_FRENZY:
  2651. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2652. nodelay = 1;
  2653. break;
  2654. }
  2655. }
  2656. if (duration) { //Possible to chain
  2657. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2658. duration = umax(status_get_amotion(src),duration); //Never less than aMotion
  2659. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2660. clif_combo_delay(src, duration);
  2661. }
  2662. }
  2663. /**
  2664. * Copy skill by Plagiarism or Reproduce
  2665. * @param src: The caster
  2666. * @param bl: The target
  2667. * @param skill_id: Skill that casted
  2668. * @param skill_lv: Skill level of the casted skill
  2669. */
  2670. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2671. {
  2672. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2673. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2674. return;
  2675. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2676. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2677. return;
  2678. else {
  2679. uint16 idx;
  2680. unsigned char lv;
  2681. skill_id = skill_dummy2skill_id(skill_id);
  2682. //Use skill index, avoiding out-of-bound array [Cydh]
  2683. if (!(idx = skill_get_index(skill_id)))
  2684. return;
  2685. switch (skill_isCopyable(tsd,idx)) {
  2686. case 1: //Copied by Plagiarism
  2687. {
  2688. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2689. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2690. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2691. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2692. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2693. }
  2694. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2695. tsd->cloneskill_idx = idx;
  2696. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2697. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2698. }
  2699. break;
  2700. case 2: //Copied by Reproduce
  2701. {
  2702. struct status_change *tsc = status_get_sc(bl);
  2703. //Already did SC check
  2704. //Skill level copied depends on Reproduce skill that used
  2705. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2706. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2707. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2708. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2709. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2710. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2711. }
  2712. //Level dependent and limitation.
  2713. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2714. lv = min(lv,skill_get_max(skill_id));
  2715. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2716. lv = min(lv,skill_lv);
  2717. tsd->reproduceskill_idx = idx;
  2718. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2719. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2720. }
  2721. break;
  2722. default: return;
  2723. }
  2724. tsd->status.skill[idx].id = skill_id;
  2725. tsd->status.skill[idx].lv = lv;
  2726. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2727. clif_addskill(tsd,skill_id);
  2728. }
  2729. }
  2730. /**
  2731. * Knockback the target on skill_attack
  2732. * @param src is the master behind the attack
  2733. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2734. * @param target is the target to be attacked.
  2735. * @param blewcount
  2736. * @param skill_id
  2737. * @param skill_lv
  2738. * @param damage
  2739. * @param tick
  2740. * @param flag can hold a bunch of information:
  2741. */
  2742. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, unsigned int tick, int flag) {
  2743. int8 dir = -1; // Default direction
  2744. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2745. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2746. if (!blewcount || target == dsrc || status_isdead(target))
  2747. return;
  2748. // Skill specific direction
  2749. switch (skill_id) {
  2750. case MG_FIREWALL:
  2751. case GN_WALLOFTHORN:
  2752. case EL_FIRE_MANTLE:
  2753. dir = unit_getdir(target); // Backwards
  2754. break;
  2755. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2756. case WZ_STORMGUST:
  2757. if(!battle_config.stormgust_knockback)
  2758. dir = rnd()%8;
  2759. break;
  2760. case MC_CARTREVOLUTION:
  2761. if (battle_config.cart_revo_knockback)
  2762. dir = 6; // Official servers push target to the West
  2763. break;
  2764. case AC_SHOWER:
  2765. case WL_CRIMSONROCK:
  2766. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2767. dir = map_calc_dir(target, src->x, src->y);
  2768. else
  2769. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2770. break;
  2771. case HT_PHANTASMIC: // issue #1378
  2772. if (status_get_hp(target) - damage <= 0) return;
  2773. break;
  2774. }
  2775. // Blown-specific handling
  2776. switch( skill_id ) {
  2777. case LG_OVERBRAND_BRANDISH:
  2778. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2779. if (skill_blown(dsrc,target,blewcount,dir,(enum e_skill_blown)(BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2780. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2781. break;
  2782. case SR_KNUCKLEARROW:
  2783. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2784. // Boss & Immune Knockback stay in place and don't get bonus damage
  2785. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2786. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2787. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2788. dir_ka = -1;
  2789. break;
  2790. case RL_R_TRIP:
  2791. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2792. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2793. break;
  2794. default:
  2795. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2796. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2797. TBL_SKILL *su = (TBL_SKILL*)target;
  2798. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2799. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2800. }
  2801. break;
  2802. }
  2803. clif_fixpos(target);
  2804. }
  2805. /*
  2806. * =========================================================================
  2807. * Does a skill attack with the given properties.
  2808. * @param src is the master behind the attack (player/mob/pet)
  2809. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2810. * @param bl is the target to be attacked.
  2811. * @param flag can hold a bunch of information:
  2812. * flag&1
  2813. * flag&2 - Disable re-triggered by double casting
  2814. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2815. * flag&8 - SC_COMBO state used to deal bonus damage
  2816. *
  2817. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2818. * (usually holds number of targets, or just 1 for simple splash attacks)
  2819. *
  2820. * flag&0xF000 - Values from enum e_skill_display
  2821. * flag&0x3F0000 - Values from enum e_battle_check_target
  2822. *
  2823. * flag&0x1000000 - Return 0 if damage was reflected
  2824. *-------------------------------------------------------------------------*/
  2825. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2826. {
  2827. struct Damage dmg;
  2828. struct status_data *sstatus, *tstatus;
  2829. struct status_change *sc, *tsc;
  2830. struct map_session_data *sd, *tsd;
  2831. int64 damage;
  2832. int8 rmdamage = 0;//magic reflected
  2833. int type;
  2834. enum e_damage_type dmg_type;
  2835. bool shadow_flag = false;
  2836. bool additional_effects = true;
  2837. if(skill_id > 0 && !skill_lv)
  2838. return 0;
  2839. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2840. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2841. nullpo_ret(bl); //Target to be attacked.
  2842. if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)))
  2843. return 0;
  2844. if (src != dsrc) {
  2845. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2846. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2847. return 0;
  2848. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2849. //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]
  2850. if (!status_check_skilluse(src, bl, skill_id, 2))
  2851. return 0;
  2852. }
  2853. sd = BL_CAST(BL_PC, src);
  2854. tsd = BL_CAST(BL_PC, bl);
  2855. sstatus = status_get_status_data(src);
  2856. tstatus = status_get_status_data(bl);
  2857. sc= status_get_sc(src);
  2858. tsc= status_get_sc(bl);
  2859. if (tsc && !tsc->count)
  2860. tsc = NULL; //Don't need it.
  2861. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2862. if (tsc && tsc->data[SC_TRICKDEAD])
  2863. return 0;
  2864. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2865. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2866. return 0;
  2867. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2868. //If the damage source is a unit, the damage is not delayed
  2869. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  2870. dmg.amotion = 0;
  2871. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2872. // Adjusted to the new system [Skotlex]
  2873. if( src->type == BL_PET ) { // [Valaris]
  2874. struct pet_data *pd = (TBL_PET*)src;
  2875. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2876. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2877. int element = skill_get_ele(skill_id, skill_lv);
  2878. /*if (skill_id == -1) Does it ever worked?
  2879. element = sstatus->rhw.ele;*/
  2880. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2881. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2882. else
  2883. dmg.damage = pd->a_skill->damage; // Fixed damage
  2884. }
  2885. else
  2886. dmg.damage = 1*pd->a_skill->div_;
  2887. dmg.damage2 = 0;
  2888. dmg.div_= pd->a_skill->div_;
  2889. }
  2890. }
  2891. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2892. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2893. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2894. { //Magic reflection, switch caster/target
  2895. struct block_list *tbl = bl;
  2896. rmdamage = 1;
  2897. bl = src;
  2898. src = tbl;
  2899. dsrc = tbl;
  2900. sd = BL_CAST(BL_PC, src);
  2901. tsd = BL_CAST(BL_PC, bl);
  2902. tsc = status_get_sc(bl);
  2903. if (tsc && !tsc->count)
  2904. tsc = NULL; //Don't need it.
  2905. /* bugreport:2564 flag&2 disables double casting trigger */
  2906. flag |= 2;
  2907. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2908. flag |= 4;
  2909. //Spirit of Wizard blocks Kaite's reflection
  2910. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2911. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2912. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2913. if (type >= 0) {
  2914. if ( tsd )
  2915. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2916. dmg.damage = dmg.damage2 = 0;
  2917. dmg.dmg_lv = ATK_MISS;
  2918. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2919. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2920. }
  2921. } else if( type != 2 ) /* Kaite bypasses */
  2922. additional_effects = false;
  2923. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2924. #if MAGIC_REFLECTION_TYPE
  2925. #ifdef RENEWAL
  2926. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2927. #else
  2928. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2929. // regardless of caster's equipment (Aegis 11.1)
  2930. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2931. #endif
  2932. short s_ele = skill_get_ele(skill_id, skill_lv);
  2933. if (s_ele == -1) // the skill takes the weapon's element
  2934. s_ele = sstatus->rhw.ele;
  2935. else if (s_ele == -2) //Use status element
  2936. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2937. else if( s_ele == -3 ) //Use random element
  2938. s_ele = rnd()%ELE_ALL;
  2939. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2940. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2941. struct status_data *status = status_get_status_data(bl);
  2942. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2943. per /=20; //Uses 20% SP intervals.
  2944. //SP Cost: 1% + 0.5% per every 20% SP
  2945. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2946. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2947. //Reduction: 6% + 6% every 20%
  2948. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2949. }
  2950. }
  2951. #endif
  2952. }
  2953. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2954. int sp = skill_get_sp(skill_id,skill_lv);
  2955. #ifndef RENEWAL
  2956. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  2957. #endif
  2958. dmg.damage = dmg.damage2 = 0;
  2959. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2960. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2961. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2962. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2963. status_heal(bl, 0, sp, 2);
  2964. }
  2965. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2966. dmg.damage = dmg.damage2 = 0;
  2967. dmg.dmg_lv = ATK_MISS;
  2968. }
  2969. }
  2970. damage = dmg.damage + dmg.damage2;
  2971. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2972. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2973. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2974. damage = 1;
  2975. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2976. struct block_list *nbl;
  2977. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2978. if( nbl ){ // Only one target is chosen.
  2979. damage = damage / 2; // Deflect half of the damage to a target nearby
  2980. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SKILL);
  2981. }
  2982. }
  2983. //Skill hit type
  2984. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  2985. switch( skill_id ) {
  2986. case WL_HELLINFERNO:
  2987. if (dmg.dmg_lv == ATK_DEF && !(flag&ELE_DARK)) // Burning only starts if the fire attack successfully lands
  2988. sc_start4(src, bl, SC_BURNING, 55 + 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  2989. break;
  2990. case SC_TRIANGLESHOT:
  2991. if( rnd()%100 > (1 + skill_lv) )
  2992. dmg.blewcount = 0;
  2993. break;
  2994. default:
  2995. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2996. dmg.blewcount = 0; //only pushback when it hit for other
  2997. break;
  2998. }
  2999. switch( skill_id ) {
  3000. case CR_GRANDCROSS:
  3001. case NPC_GRANDDARKNESS:
  3002. if( battle_config.gx_disptype)
  3003. dsrc = src;
  3004. if( src == bl)
  3005. dmg_type = DMG_ENDURE;
  3006. else
  3007. flag|= SD_ANIMATION;
  3008. break;
  3009. case NJ_TATAMIGAESHI: //For correct knockback.
  3010. dsrc = src;
  3011. flag|= SD_ANIMATION;
  3012. break;
  3013. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3014. int level;
  3015. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3016. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3017. }
  3018. break;
  3019. case SL_STIN:
  3020. case SL_STUN:
  3021. if (skill_lv >= 7) {
  3022. struct status_change *sc_cur = status_get_sc(src);
  3023. if (sc_cur && !sc_cur->data[SC_SMA])
  3024. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3025. }
  3026. break;
  3027. case GS_FULLBUSTER:
  3028. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  3029. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  3030. break;
  3031. }
  3032. //combo handling
  3033. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3034. //Display damage.
  3035. switch( skill_id ) {
  3036. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3037. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3038. break;
  3039. //Skills that need be passed as a normal attack for the client to display correctly.
  3040. case HVAN_EXPLOSION:
  3041. case NPC_SELFDESTRUCTION:
  3042. if(src->type == BL_PC)
  3043. dmg.blewcount = 10;
  3044. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3045. // fall through
  3046. case KN_AUTOCOUNTER:
  3047. case NPC_CRITICALSLASH:
  3048. case TF_DOUBLE:
  3049. case GS_CHAINACTION:
  3050. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3051. break;
  3052. case AS_SPLASHER:
  3053. if( flag&SD_ANIMATION ) // the surrounding targets
  3054. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3055. else // the central target doesn't display an animation
  3056. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3057. break;
  3058. case GN_SPORE_EXPLOSION:
  3059. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3060. break;
  3061. case WL_HELLINFERNO:
  3062. case SR_EARTHSHAKER:
  3063. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SKILL);
  3064. break;
  3065. case WL_SOULEXPANSION:
  3066. case WL_COMET:
  3067. case NPC_COMET:
  3068. case KO_MUCHANAGE:
  3069. case NJ_HUUMA:
  3070. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3071. break;
  3072. case WL_CHAINLIGHTNING_ATK:
  3073. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SKILL);
  3074. break;
  3075. case WL_TETRAVORTEX_FIRE:
  3076. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3077. break;
  3078. case LG_SHIELDPRESS:
  3079. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SKILL);
  3080. break;
  3081. case LG_OVERBRAND:
  3082. case LG_OVERBRAND_BRANDISH:
  3083. dmg.amotion = status_get_amotion(src) * 2;
  3084. case LG_OVERBRAND_PLUSATK:
  3085. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3086. break;
  3087. case EL_FIRE_BOMB:
  3088. case EL_FIRE_BOMB_ATK:
  3089. case EL_FIRE_WAVE:
  3090. case EL_FIRE_WAVE_ATK:
  3091. case EL_FIRE_MANTLE:
  3092. case EL_CIRCLE_OF_FIRE:
  3093. case EL_FIRE_ARROW:
  3094. case EL_ICE_NEEDLE:
  3095. case EL_WATER_SCREW:
  3096. case EL_WATER_SCREW_ATK:
  3097. case EL_WIND_SLASH:
  3098. case EL_TIDAL_WEAPON:
  3099. case EL_ROCK_CRUSHER:
  3100. case EL_ROCK_CRUSHER_ATK:
  3101. case EL_HURRICANE:
  3102. case EL_HURRICANE_ATK:
  3103. case KO_BAKURETSU:
  3104. case GN_CRAZYWEED_ATK:
  3105. case NC_MAGMA_ERUPTION:
  3106. case SU_SV_ROOTTWIST_ATK:
  3107. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3108. break;
  3109. case GN_FIRE_EXPANSION_ACID:
  3110. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3111. break;
  3112. case GN_SLINGITEM_RANGEMELEEATK:
  3113. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SKILL);
  3114. break;
  3115. case EL_STONE_RAIN:
  3116. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3117. break;
  3118. case WM_SEVERE_RAINSTORM_MELEE:
  3119. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3120. break;
  3121. case SR_TIGERCANNON:
  3122. dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SKILL);
  3123. break;
  3124. case HT_CLAYMORETRAP:
  3125. case HT_BLASTMINE:
  3126. case HT_FLASHER:
  3127. case HT_FREEZINGTRAP:
  3128. case RA_CLUSTERBOMB:
  3129. case RA_FIRINGTRAP:
  3130. case RA_ICEBOUNDTRAP:
  3131. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3132. if( dsrc != src ) // avoid damage display redundancy
  3133. break;
  3134. //Fall through
  3135. case HT_LANDMINE:
  3136. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3137. break;
  3138. case WZ_SIGHTBLASTER:
  3139. //Sightblaster should never call clif_skill_damage twice
  3140. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3141. break;
  3142. case RL_R_TRIP_PLUSATK:
  3143. case RL_S_STORM:
  3144. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3145. break;
  3146. case AB_DUPLELIGHT_MELEE:
  3147. case AB_DUPLELIGHT_MAGIC:
  3148. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3149. default:
  3150. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3151. dmg_type = DMG_SPLASH;
  3152. if (src->type == BL_SKILL) {
  3153. TBL_SKILL *su = (TBL_SKILL*)src;
  3154. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { // show damage on trap targets
  3155. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3156. break;
  3157. }
  3158. }
  3159. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3160. break;
  3161. }
  3162. map_freeblock_lock();
  3163. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
  3164. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3165. skill_do_copy(src,bl,skill_id,skill_lv);
  3166. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3167. { //Skills with can't walk delay also stop normal attacking for that
  3168. //duration when the attack connects. [Skotlex]
  3169. struct unit_data *ud = unit_bl2ud(src);
  3170. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3171. ud->attackabletime = tick + type;
  3172. }
  3173. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3174. // Instant damage
  3175. if( !dmg.amotion ) {
  3176. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION || skill_id == NPC_EVILLAND) && !shadow_flag )
  3177. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3178. if( !status_isdead(bl) && additional_effects )
  3179. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3180. if( damage > 0 ) //Counter status effects [Skotlex]
  3181. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3182. }
  3183. // Blow!
  3184. if (!(flag&4))
  3185. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3186. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3187. if( dmg.amotion ) {
  3188. if( shadow_flag ) {
  3189. if( !status_isdead(bl) && additional_effects )
  3190. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3191. if( dmg.flag > ATK_BLOCK )
  3192. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3193. } else
  3194. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3195. }
  3196. if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
  3197. if (tsc->data[SC_DEVOTION]) {
  3198. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3199. struct block_list *d_bl = map_id2bl(sce->val1);
  3200. if (d_bl && (
  3201. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3202. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3203. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3204. {
  3205. if (!rmdamage) {
  3206. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3207. status_fix_damage(NULL, d_bl, damage, 0);
  3208. } else {
  3209. bool isDevotRdamage = false;
  3210. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3211. isDevotRdamage = true;
  3212. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3213. // This check is only for magical skill.
  3214. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3215. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3216. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0);
  3217. }
  3218. } else {
  3219. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3220. if (!dmg.amotion)
  3221. status_fix_damage(src, bl, damage, dmg.dmotion);
  3222. }
  3223. }
  3224. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3225. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3226. struct block_list *e_bl = map_id2bl(sce->val1);
  3227. if (e_bl) {
  3228. if (!rmdamage) {
  3229. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3230. status_fix_damage(NULL, e_bl, damage, 0);
  3231. } else {
  3232. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3233. status_fix_damage(bl, bl, damage, 0);
  3234. }
  3235. }
  3236. }
  3237. }
  3238. if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  3239. if( skill_id == RG_INTIMIDATE ) {
  3240. int rate = 50 + skill_lv * 5;
  3241. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3242. if(rnd()%100 < rate)
  3243. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3244. } else if( skill_id == SC_FATALMENACE ) {
  3245. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3246. map_search_freecell(NULL, bl->m, &x, &y, 2, 2, 1);
  3247. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3248. }
  3249. }
  3250. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3251. dmg.flag |= BF_WEAPON;
  3252. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3253. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3254. {
  3255. if (battle_config.left_cardfix_to_right)
  3256. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3257. else
  3258. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3259. }
  3260. if( damage > 0 ) { // Post-damage effects
  3261. switch( skill_id ) {
  3262. case GC_VENOMPRESSURE: {
  3263. struct status_change *ssc = status_get_sc(src);
  3264. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3265. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3266. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3267. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3268. }
  3269. }
  3270. break;
  3271. case WM_METALICSOUND:
  3272. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3273. break;
  3274. case SR_TIGERCANNON:
  3275. status_zap(bl, 0, damage * 10 / 100);
  3276. break;
  3277. }
  3278. if( sd )
  3279. skill_onskillusage(sd, bl, skill_id, tick);
  3280. }
  3281. if (!(flag&2) &&
  3282. (
  3283. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3284. ) &&
  3285. (tsc = status_get_sc(src)) &&
  3286. tsc->data[SC_DOUBLECAST] &&
  3287. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3288. {
  3289. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3290. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3291. }
  3292. map_freeblock_unlock();
  3293. if ((flag&0x1000000) && rmdamage == 1)
  3294. return 0; //Should return 0 when damage was reflected
  3295. return damage;
  3296. }
  3297. /*==========================================
  3298. * Sub function for recursive skill call.
  3299. * Checking bl battle flag and display damage
  3300. * then call func with source,target,skill_id,skill_lv,tick,flag
  3301. *------------------------------------------*/
  3302. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3303. int skill_area_sub(struct block_list *bl, va_list ap)
  3304. {
  3305. struct block_list *src;
  3306. uint16 skill_id,skill_lv;
  3307. int flag;
  3308. unsigned int tick;
  3309. SkillFunc func;
  3310. nullpo_ret(bl);
  3311. src = va_arg(ap,struct block_list *);
  3312. skill_id = va_arg(ap,int);
  3313. skill_lv = va_arg(ap,int);
  3314. tick = va_arg(ap,unsigned int);
  3315. flag = va_arg(ap,int);
  3316. func = va_arg(ap,SkillFunc);
  3317. if (flag&BCT_WOS && src == bl)
  3318. return 0;
  3319. if(battle_check_target(src,bl,flag) > 0) {
  3320. // several splash skills need this initial dummy packet to display correctly
  3321. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3322. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  3323. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3324. skill_area_temp[2]++;
  3325. return func(src,bl,skill_id,skill_lv,tick,flag);
  3326. }
  3327. return 0;
  3328. }
  3329. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3330. {
  3331. struct skill_unit *unit;
  3332. uint16 skill_id,g_skill_id;
  3333. unit = (struct skill_unit *)bl;
  3334. if(bl->prev == NULL || bl->type != BL_SKILL)
  3335. return 0;
  3336. if(!unit->alive)
  3337. return 0;
  3338. skill_id = va_arg(ap,int);
  3339. g_skill_id = unit->group->skill_id;
  3340. switch (skill_id) {
  3341. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3342. if(g_skill_id == SA_LANDPROTECTOR)
  3343. break;
  3344. //Fall through
  3345. case MH_STEINWAND:
  3346. case MG_SAFETYWALL:
  3347. case SC_MAELSTROM:
  3348. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3349. return 0;
  3350. break;
  3351. case AL_WARP:
  3352. case HT_SKIDTRAP:
  3353. case MA_SKIDTRAP:
  3354. case HT_LANDMINE:
  3355. case MA_LANDMINE:
  3356. case HT_ANKLESNARE:
  3357. case HT_SHOCKWAVE:
  3358. case HT_SANDMAN:
  3359. case MA_SANDMAN:
  3360. case HT_FLASHER:
  3361. case HT_FREEZINGTRAP:
  3362. case MA_FREEZINGTRAP:
  3363. case HT_BLASTMINE:
  3364. case HT_CLAYMORETRAP:
  3365. case HT_TALKIEBOX:
  3366. case HP_BASILICA:
  3367. case RA_ELECTRICSHOCKER:
  3368. case RA_CLUSTERBOMB:
  3369. case RA_MAGENTATRAP:
  3370. case RA_COBALTTRAP:
  3371. case RA_MAIZETRAP:
  3372. case RA_VERDURETRAP:
  3373. case RA_FIRINGTRAP:
  3374. case RA_ICEBOUNDTRAP:
  3375. case SC_DIMENSIONDOOR:
  3376. case SC_BLOODYLUST:
  3377. case WM_REVERBERATION:
  3378. case GN_THORNS_TRAP:
  3379. case GN_HELLS_PLANT:
  3380. case RL_B_TRAP:
  3381. case SC_ESCAPE:
  3382. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3383. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3384. return 0;
  3385. break;
  3386. default: //Avoid stacking with same kind of trap. [Skotlex]
  3387. if (g_skill_id != skill_id)
  3388. return 0;
  3389. break;
  3390. }
  3391. return 1;
  3392. }
  3393. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3394. {
  3395. //Non players do not check for the skill's splash-trigger area.
  3396. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3397. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3398. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3399. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3400. return 0;
  3401. }
  3402. range += layout_type;
  3403. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3404. }
  3405. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3406. {
  3407. uint16 skill_id;
  3408. if(bl->prev == NULL)
  3409. return 0;
  3410. skill_id = va_arg(ap,int);
  3411. if( status_isdead(bl) && skill_id != AL_WARP )
  3412. return 0;
  3413. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3414. return 0;
  3415. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3416. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3417. return 1;
  3418. }
  3419. /**
  3420. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3421. * @param bl Object that casted skill
  3422. * @param x Position x of the target
  3423. * @param y Position y of the target
  3424. * @param skill_id The casted skill
  3425. * @param skill_lv The skill Lv
  3426. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3427. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3428. */
  3429. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3430. {
  3431. int range = 0, type;
  3432. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3433. if (isNearNPC)
  3434. range = skill_get_splash(skill_id,skill_lv);
  3435. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3436. if (!isNearNPC || !range) {
  3437. switch (skill_id) { // to be expanded later
  3438. case WZ_ICEWALL:
  3439. range = 2;
  3440. break;
  3441. case SC_MANHOLE:
  3442. case GN_HELLS_PLANT:
  3443. range = 0;
  3444. break;
  3445. default: {
  3446. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3447. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3448. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3449. return 0;
  3450. }
  3451. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3452. }
  3453. break;
  3454. }
  3455. }
  3456. //Check the additional range [Cydh]
  3457. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3458. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3459. if (!isNearNPC) { //Doesn't check the NPC range
  3460. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3461. if (bl->type&battle_config.skill_nofootset)
  3462. type = BL_CHAR;
  3463. else if(bl->type == BL_MOB)
  3464. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3465. else
  3466. return 0; //Don't check
  3467. } else
  3468. type = BL_NPC;
  3469. return (!isNearNPC) ?
  3470. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3471. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3472. //isNearNPC is used to check range from NPC
  3473. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3474. }
  3475. /*==========================================
  3476. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3477. * Flag:
  3478. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3479. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3480. *------------------------------------------*/
  3481. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3482. {
  3483. struct status_data *status;
  3484. struct map_session_data *sd = NULL;
  3485. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3486. uint16 idx;
  3487. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3488. nullpo_retr(0, bl);
  3489. switch( bl->type )
  3490. {
  3491. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3492. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3493. }
  3494. status = status_get_status_data(bl);
  3495. if ((idx = skill_get_index(skill_id)) == 0)
  3496. return 0;
  3497. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3498. // Requirements
  3499. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3500. {
  3501. itemid[i] = skill_db[idx]->require.itemid[i];
  3502. amount[i] = skill_db[idx]->require.amount[i];
  3503. }
  3504. hp = skill_db[idx]->require.hp[skill_lv - 1];
  3505. sp = skill_db[idx]->require.sp[skill_lv - 1];
  3506. hp_rate = skill_db[idx]->require.hp_rate[skill_lv - 1];
  3507. sp_rate = skill_db[idx]->require.sp_rate[skill_lv - 1];
  3508. state = skill_db[idx]->require.state;
  3509. if ((mhp = skill_db[idx]->require.mhp[skill_lv - 1]) > 0)
  3510. hp += (status->max_hp * mhp) / 100;
  3511. if( hp_rate > 0 )
  3512. hp += (status->hp * hp_rate) / 100;
  3513. else
  3514. hp += (status->max_hp * (-hp_rate)) / 100;
  3515. if( sp_rate > 0 )
  3516. sp += (status->sp * sp_rate) / 100;
  3517. else
  3518. sp += (status->max_sp * (-sp_rate)) / 100;
  3519. if( !(type&2) )
  3520. {
  3521. if( hp > 0 && status->hp <= (unsigned int)hp )
  3522. {
  3523. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3524. return 0;
  3525. }
  3526. if( sp > 0 && status->sp <= (unsigned int)sp )
  3527. {
  3528. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3529. return 0;
  3530. }
  3531. }
  3532. if( !type )
  3533. switch( state )
  3534. {
  3535. case ST_MOVE_ENABLE:
  3536. if( !unit_can_move(bl) )
  3537. {
  3538. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3539. return 0;
  3540. }
  3541. break;
  3542. }
  3543. if( !(type&1) )
  3544. return 1;
  3545. // Check item existences
  3546. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3547. {
  3548. index[i] = -1;
  3549. if( itemid[i] < 1 ) continue; // No item
  3550. index[i] = pc_search_inventory(sd, itemid[i]);
  3551. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3552. {
  3553. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3554. return 0;
  3555. }
  3556. }
  3557. // Consume items
  3558. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3559. {
  3560. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3561. }
  3562. if( type&2 )
  3563. return 1;
  3564. if( sp || hp )
  3565. status_zap(bl, hp, sp);
  3566. return 1;
  3567. }
  3568. /*==========================================
  3569. *
  3570. *------------------------------------------*/
  3571. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3572. {
  3573. switch (skill_id) {
  3574. case RL_QD_SHOT:
  3575. {
  3576. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3577. struct unit_data *ud = unit_bl2ud(src);
  3578. if (ud && ud->target == target->id)
  3579. return 1;
  3580. }
  3581. }
  3582. case RL_D_TAIL:
  3583. case RL_HAMMER_OF_GOD:
  3584. if (src->type != BL_PC)
  3585. return 0;
  3586. {
  3587. struct status_change *tsc = status_get_sc(target);
  3588. // Only counts marked target with SC_C_MARKER
  3589. if (!tsc || !tsc->data[SC_C_MARKER])
  3590. return 0;
  3591. }
  3592. break;
  3593. }
  3594. return 1;
  3595. }
  3596. /*==========================================
  3597. *
  3598. *------------------------------------------*/
  3599. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3600. {
  3601. struct block_list *src = map_id2bl(id),*target;
  3602. struct unit_data *ud = unit_bl2ud(src);
  3603. struct skill_timerskill *skl;
  3604. struct skill_unit *unit = NULL;
  3605. int range;
  3606. nullpo_ret(src);
  3607. nullpo_ret(ud);
  3608. skl = ud->skilltimerskill[data];
  3609. nullpo_ret(skl);
  3610. ud->skilltimerskill[data] = NULL;
  3611. do {
  3612. if(src->prev == NULL)
  3613. break; // Source not on Map
  3614. if(skl->target_id) {
  3615. target = map_id2bl(skl->target_id);
  3616. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3617. target = src; //Required since it has to warp.
  3618. if (skl->skill_id == SR_SKYNETBLOW) {
  3619. skill_area_temp[1] = 0;
  3620. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SKILL);
  3621. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3622. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3623. break;
  3624. }
  3625. if(target == NULL)
  3626. break; // Target offline?
  3627. if(target->prev == NULL)
  3628. break; // Target not on Map
  3629. if(src->m != target->m)
  3630. break; // Different Maps
  3631. if(status_isdead(src)) {
  3632. switch(skl->skill_id) {
  3633. case WL_CHAINLIGHTNING_ATK:
  3634. case WL_TETRAVORTEX_FIRE:
  3635. case WL_TETRAVORTEX_WATER:
  3636. case WL_TETRAVORTEX_WIND:
  3637. case WL_TETRAVORTEX_GROUND:
  3638. // For SR_FLASHCOMBO
  3639. case SR_DRAGONCOMBO:
  3640. case SR_FALLENEMPIRE:
  3641. case SR_TIGERCANNON:
  3642. case SR_SKYNETBLOW:
  3643. break; // Exceptions
  3644. default:
  3645. continue; // Caster is Dead
  3646. }
  3647. }
  3648. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3649. break;
  3650. switch(skl->skill_id) {
  3651. case KN_AUTOCOUNTER:
  3652. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3653. break;
  3654. case RG_INTIMIDATE:
  3655. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3656. short x,y;
  3657. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3658. if (target != src && !status_isdead(target))
  3659. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3660. }
  3661. break;
  3662. case BA_FROSTJOKER:
  3663. case DC_SCREAM:
  3664. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3665. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3666. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3667. break;
  3668. case PR_LEXDIVINA:
  3669. if (src->type == BL_MOB) {
  3670. // Monsters use the default duration when casting Lex Divina
  3671. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3672. break;
  3673. }
  3674. // Fall through
  3675. case PR_STRECOVERY:
  3676. case BS_HAMMERFALL:
  3677. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3678. break;
  3679. case NPC_EARTHQUAKE:
  3680. if( skl->type > 1 )
  3681. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3682. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3683. skill_area_temp[1] = src->id;
  3684. skill_area_temp[2] = 0;
  3685. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3686. break;
  3687. case WZ_WATERBALL:
  3688. {
  3689. //Get the next waterball cell to consume
  3690. struct s_skill_unit_layout *layout;
  3691. int i;
  3692. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3693. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3694. int ux = skl->x + layout->dx[i];
  3695. int uy = skl->y + layout->dy[i];
  3696. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3697. if (unit)
  3698. break;
  3699. }
  3700. } // Fall through
  3701. case WZ_JUPITEL:
  3702. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3703. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3704. // Apply canact delay here to prevent hacks (unlimited casting)
  3705. ud->canact_tick = max(tick + status_get_amotion(src), ud->canact_tick);
  3706. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3707. }
  3708. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3709. skill_delunit(unit); // Consume unit for next waterball
  3710. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3711. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3712. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3713. } else {
  3714. struct status_change *sc = status_get_sc(src);
  3715. if(sc) {
  3716. if(sc->data[SC_SPIRIT] &&
  3717. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3718. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3719. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3720. }
  3721. }
  3722. break;
  3723. case WL_CHAINLIGHTNING_ATK: {
  3724. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3725. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3726. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3727. { // Remaining Chains Hit
  3728. struct block_list *nbl = NULL; // Next Target of Chain
  3729. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3730. splash_target(src), target->id); // Search for a new Target around current one...
  3731. if( nbl == NULL )
  3732. skl->x++;
  3733. else
  3734. skl->x = 0;
  3735. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3736. }
  3737. }
  3738. break;
  3739. case WL_TETRAVORTEX_FIRE:
  3740. case WL_TETRAVORTEX_WATER:
  3741. case WL_TETRAVORTEX_WIND:
  3742. case WL_TETRAVORTEX_GROUND:
  3743. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3744. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3745. if (skl->type >= 3) { // Final Hit
  3746. if (!status_isdead(target)) { // Final Status Effect
  3747. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3748. applyeffects[4] = { 0, 0, 0, 0 },
  3749. i, j = 0, k = 0;
  3750. for(i = 1; i <= 8; i = i + i) {
  3751. if (skl->x&i) {
  3752. applyeffects[j] = effects[k];
  3753. j++;
  3754. }
  3755. k++;
  3756. }
  3757. if (j) {
  3758. i = applyeffects[rnd()%j];
  3759. status_change_start(src, target, static_cast<sc_type>(i), 10000, skl->skill_lv,
  3760. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3761. (i == SC_BURNING ? src->id : 0), 0,
  3762. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3763. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3764. }
  3765. }
  3766. }
  3767. break;
  3768. case WM_REVERBERATION_MELEE:
  3769. case WM_REVERBERATION_MAGIC:
  3770. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3771. break;
  3772. case SC_FATALMENACE:
  3773. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3774. break;
  3775. case LG_MOONSLASHER:
  3776. case SR_WINDMILL:
  3777. if( target->type == BL_PC ) {
  3778. struct map_session_data *tsd = NULL;
  3779. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3780. pc_setsit(tsd);
  3781. skill_sit(tsd, 1);
  3782. clif_sitting(&tsd->bl);
  3783. }
  3784. }
  3785. break;
  3786. case SR_KNUCKLEARROW:
  3787. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3788. break;
  3789. case GN_SPORE_EXPLOSION:
  3790. clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL);
  3791. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3792. src, skl->skill_id, skl->skill_lv, tick, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3793. break;
  3794. case CH_PALMSTRIKE:
  3795. {
  3796. struct status_change* tsc = status_get_sc(target);
  3797. struct status_change* sc = status_get_sc(src);
  3798. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3799. ( sc && sc->option&OPTION_HIDE ) ){
  3800. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3801. break;
  3802. }
  3803. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3804. break;
  3805. }
  3806. // For SR_FLASHCOMBO
  3807. case SR_DRAGONCOMBO:
  3808. case SR_FALLENEMPIRE:
  3809. case SR_TIGERCANNON:
  3810. case SR_SKYNETBLOW:
  3811. if( src->type == BL_PC ) {
  3812. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3813. break;
  3814. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3815. }
  3816. break;
  3817. case SU_SV_ROOTTWIST_ATK: {
  3818. struct status_change *tsc = status_get_sc(target);
  3819. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3820. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3821. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3822. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3823. }
  3824. }
  3825. break;
  3826. default:
  3827. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3828. break;
  3829. }
  3830. }
  3831. else {
  3832. if(src->m != skl->map)
  3833. break;
  3834. switch( skl->skill_id )
  3835. {
  3836. case GN_CRAZYWEED_ATK:
  3837. {
  3838. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3839. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3840. }
  3841. case WL_EARTHSTRAIN:
  3842. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3843. break;
  3844. case LG_OVERBRAND_BRANDISH: {
  3845. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3846. int x = src->x, y = src->y;
  3847. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3848. for( i = 0; i < layout->count; i++ )
  3849. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3850. }
  3851. break;
  3852. case RL_FIRE_RAIN: {
  3853. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3854. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  3855. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3856. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3857. }
  3858. break;
  3859. case NC_MAGMA_ERUPTION:
  3860. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3861. break;
  3862. }
  3863. }
  3864. } while (0);
  3865. //Free skl now that it is no longer needed.
  3866. ers_free(skill_timer_ers, skl);
  3867. return 0;
  3868. }
  3869. /*==========================================
  3870. *
  3871. *------------------------------------------*/
  3872. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3873. {
  3874. int i;
  3875. struct unit_data *ud;
  3876. nullpo_retr(1, src);
  3877. if (src->prev == NULL)
  3878. return 0;
  3879. ud = unit_bl2ud(src);
  3880. nullpo_retr(1, ud);
  3881. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3882. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3883. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3884. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3885. ud->skilltimerskill[i]->src_id = src->id;
  3886. ud->skilltimerskill[i]->target_id = target;
  3887. ud->skilltimerskill[i]->skill_id = skill_id;
  3888. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3889. ud->skilltimerskill[i]->map = src->m;
  3890. ud->skilltimerskill[i]->x = x;
  3891. ud->skilltimerskill[i]->y = y;
  3892. ud->skilltimerskill[i]->type = type;
  3893. ud->skilltimerskill[i]->flag = flag;
  3894. return 0;
  3895. }
  3896. /*==========================================
  3897. *
  3898. *------------------------------------------*/
  3899. int skill_cleartimerskill (struct block_list *src)
  3900. {
  3901. int i;
  3902. struct unit_data *ud;
  3903. nullpo_ret(src);
  3904. ud = unit_bl2ud(src);
  3905. nullpo_ret(ud);
  3906. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3907. if(ud->skilltimerskill[i]) {
  3908. switch(ud->skilltimerskill[i]->skill_id) {
  3909. case WL_TETRAVORTEX_FIRE:
  3910. case WL_TETRAVORTEX_WATER:
  3911. case WL_TETRAVORTEX_WIND:
  3912. case WL_TETRAVORTEX_GROUND:
  3913. // For SR_FLASHCOMBO
  3914. case SR_DRAGONCOMBO:
  3915. case SR_FALLENEMPIRE:
  3916. case SR_TIGERCANNON:
  3917. case SR_SKYNETBLOW:
  3918. continue;
  3919. }
  3920. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3921. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3922. ud->skilltimerskill[i]=NULL;
  3923. }
  3924. }
  3925. return 1;
  3926. }
  3927. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3928. struct skill_unit *su = (TBL_SKILL*)bl;
  3929. struct skill_unit_group *sg = NULL;
  3930. nullpo_ret(su);
  3931. if (bl->type != BL_SKILL)
  3932. return 0;
  3933. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3934. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3935. su->limit = DIFF_TICK(gettick(), sg->tick);
  3936. sg->unit_id = UNT_USED_TRAPS;
  3937. }
  3938. return 1;
  3939. }
  3940. /**
  3941. * Reveal hidden trap
  3942. **/
  3943. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3944. {
  3945. TBL_SKILL *su = (TBL_SKILL*)bl;
  3946. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  3947. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3948. //clif_changetraplook(bl, su->group->unit_id);
  3949. su->hidden = false;
  3950. skill_getareachar_skillunit_visibilty(su, AREA);
  3951. return 1;
  3952. }
  3953. return 0;
  3954. }
  3955. /**
  3956. * Attempt to reveal trap in area
  3957. * @param src Skill caster
  3958. * @param range Affected range
  3959. * @param x
  3960. * @param y
  3961. * TODO: Remove hardcode usages for this function
  3962. **/
  3963. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  3964. if (!battle_config.traps_setting)
  3965. return;
  3966. nullpo_retv(src);
  3967. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  3968. }
  3969. /*========================================== [Playtester]
  3970. * Process tarot card's effects
  3971. * @param src: Source of the tarot card effect
  3972. * @param target: Target of the tartor card effect
  3973. * @param skill_id: ID of the skill used
  3974. * @param skill_lv: Level of the skill used
  3975. * @param tick: Processing tick time
  3976. * @return Card number
  3977. *------------------------------------------*/
  3978. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int tick)
  3979. {
  3980. int card = 0;
  3981. if (battle_config.tarotcard_equal_chance) {
  3982. //eAthena equal chances
  3983. card = rnd() % 14 + 1;
  3984. }
  3985. else {
  3986. //Official chances
  3987. int rate = rnd() % 100;
  3988. if (rate < 10) card = 1; // THE FOOL
  3989. else if (rate < 20) card = 2; // THE MAGICIAN
  3990. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  3991. else if (rate < 37) card = 4; // THE CHARIOT
  3992. else if (rate < 47) card = 5; // STRENGTH
  3993. else if (rate < 62) card = 6; // THE LOVERS
  3994. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  3995. else if (rate < 69) card = 8; // THE HANGED MAN
  3996. else if (rate < 74) card = 9; // DEATH
  3997. else if (rate < 82) card = 10; // TEMPERANCE
  3998. else if (rate < 83) card = 11; // THE DEVIL
  3999. else if (rate < 85) card = 12; // THE TOWER
  4000. else if (rate < 90) card = 13; // THE STAR
  4001. else card = 14; // THE SUN
  4002. }
  4003. switch (card) {
  4004. case 1: // THE FOOL - heals SP to 0
  4005. {
  4006. status_percent_damage(src, target, 0, 100, false);
  4007. break;
  4008. }
  4009. case 2: // THE MAGICIAN - matk halved
  4010. {
  4011. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4012. break;
  4013. }
  4014. case 3: // THE HIGH PRIESTESS - all buffs removed
  4015. {
  4016. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4017. break;
  4018. }
  4019. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4020. {
  4021. status_fix_damage(src, target, 1000, 0);
  4022. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4023. if (!status_isdead(target))
  4024. {
  4025. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4026. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4027. }
  4028. break;
  4029. }
  4030. case 5: // STRENGTH - atk halved
  4031. {
  4032. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4033. break;
  4034. }
  4035. case 6: // THE LOVERS - 2000HP heal, random teleported
  4036. {
  4037. status_heal(target, 2000, 0, 0);
  4038. if (!map_flag_vs(target->m))
  4039. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4040. break;
  4041. }
  4042. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4043. {
  4044. // Recursive call
  4045. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4046. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4047. break;
  4048. }
  4049. case 8: // THE HANGED MAN - stop, freeze or stoned
  4050. {
  4051. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4052. uint8 rand_eff = rnd() % 3;
  4053. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4054. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4055. break;
  4056. }
  4057. case 9: // DEATH - curse, coma and poison
  4058. {
  4059. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4060. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4061. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4062. break;
  4063. }
  4064. case 10: // TEMPERANCE - confusion
  4065. {
  4066. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4067. break;
  4068. }
  4069. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4070. {
  4071. status_fix_damage(src, target, 6666, 0);
  4072. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4073. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4074. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4075. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4076. break;
  4077. }
  4078. case 12: // THE TOWER - 4444 damage
  4079. {
  4080. status_fix_damage(src, target, 4444, 0);
  4081. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4082. break;
  4083. }
  4084. case 13: // THE STAR - stun
  4085. {
  4086. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4087. break;
  4088. }
  4089. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4090. {
  4091. #ifdef RENEWAL
  4092. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4093. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4094. #endif
  4095. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4096. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4097. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4098. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4099. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4100. return 14; //To make sure a valid number is returned
  4101. }
  4102. }
  4103. return card;
  4104. }
  4105. /*==========================================
  4106. *
  4107. *
  4108. *------------------------------------------*/
  4109. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4110. {
  4111. struct map_session_data *sd = NULL;
  4112. struct status_data *tstatus;
  4113. struct status_change *sc, *tsc;
  4114. if (skill_id > 0 && !skill_lv) return 0;
  4115. nullpo_retr(1, src);
  4116. nullpo_retr(1, bl);
  4117. if (src->m != bl->m)
  4118. return 1;
  4119. if (bl->prev == NULL)
  4120. return 1;
  4121. sd = BL_CAST(BL_PC, src);
  4122. if (status_isdead(bl))
  4123. return 1;
  4124. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4125. { //GTB makes all targetted magic display miss with a single bolt.
  4126. sc_type sct = status_skill2sc(skill_id);
  4127. if(sct != SC_NONE)
  4128. status_change_end(bl, sct, INVALID_TIMER);
  4129. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4130. return 1;
  4131. }
  4132. sc = status_get_sc(src);
  4133. tsc = status_get_sc(bl);
  4134. if (sc && !sc->count)
  4135. sc = NULL; //Unneeded
  4136. if (tsc && !tsc->count)
  4137. tsc = NULL;
  4138. tstatus = status_get_status_data(bl);
  4139. map_freeblock_lock();
  4140. switch(skill_id) {
  4141. case MER_CRASH:
  4142. case SM_BASH:
  4143. case MS_BASH:
  4144. case MC_MAMMONITE:
  4145. case TF_DOUBLE:
  4146. case AC_DOUBLE:
  4147. case MA_DOUBLE:
  4148. case AS_SONICBLOW:
  4149. case KN_PIERCE:
  4150. case ML_PIERCE:
  4151. case KN_SPEARBOOMERANG:
  4152. case TF_POISON:
  4153. case TF_SPRINKLESAND:
  4154. case AC_CHARGEARROW:
  4155. case MA_CHARGEARROW:
  4156. case RG_INTIMIDATE:
  4157. case AM_ACIDTERROR:
  4158. case BA_MUSICALSTRIKE:
  4159. case DC_THROWARROW:
  4160. case BA_DISSONANCE:
  4161. case CR_HOLYCROSS:
  4162. case NPC_DARKCROSS:
  4163. case CR_SHIELDCHARGE:
  4164. case CR_SHIELDBOOMERANG:
  4165. case NPC_PIERCINGATT:
  4166. case NPC_MENTALBREAKER:
  4167. case NPC_RANGEATTACK:
  4168. case NPC_CRITICALSLASH:
  4169. case NPC_COMBOATTACK:
  4170. case NPC_GUIDEDATTACK:
  4171. case NPC_POISON:
  4172. case NPC_RANDOMATTACK:
  4173. case NPC_WATERATTACK:
  4174. case NPC_GROUNDATTACK:
  4175. case NPC_FIREATTACK:
  4176. case NPC_WINDATTACK:
  4177. case NPC_POISONATTACK:
  4178. case NPC_HOLYATTACK:
  4179. case NPC_DARKNESSATTACK:
  4180. case NPC_TELEKINESISATTACK:
  4181. case NPC_UNDEADATTACK:
  4182. case NPC_ARMORBRAKE:
  4183. case NPC_WEAPONBRAKER:
  4184. case NPC_HELMBRAKE:
  4185. case NPC_SHIELDBRAKE:
  4186. case NPC_BLINDATTACK:
  4187. case NPC_SILENCEATTACK:
  4188. case NPC_STUNATTACK:
  4189. case NPC_PETRIFYATTACK:
  4190. case NPC_CURSEATTACK:
  4191. case NPC_SLEEPATTACK:
  4192. case LK_AURABLADE:
  4193. case LK_SPIRALPIERCE:
  4194. case ML_SPIRALPIERCE:
  4195. case LK_HEADCRUSH:
  4196. case CG_ARROWVULCAN:
  4197. case HW_MAGICCRASHER:
  4198. case ITM_TOMAHAWK:
  4199. case CH_CHAINCRUSH:
  4200. case CH_TIGERFIST:
  4201. case PA_SHIELDCHAIN: // Shield Chain
  4202. case PA_SACRIFICE:
  4203. case WS_CARTTERMINATION: // Cart Termination
  4204. case AS_VENOMKNIFE:
  4205. case HT_PHANTASMIC:
  4206. case TK_DOWNKICK:
  4207. case TK_COUNTER:
  4208. case GS_CHAINACTION:
  4209. case GS_TRIPLEACTION:
  4210. #ifndef RENEWAL
  4211. case GS_MAGICALBULLET:
  4212. #endif
  4213. case GS_TRACKING:
  4214. case GS_PIERCINGSHOT:
  4215. case GS_RAPIDSHOWER:
  4216. case GS_DUST:
  4217. case GS_DISARM: // Added disarm. [Reddozen]
  4218. case GS_FULLBUSTER:
  4219. case NJ_SYURIKEN:
  4220. case NJ_KUNAI:
  4221. #ifndef RENEWAL
  4222. case ASC_BREAKER:
  4223. #endif
  4224. case HFLI_MOON: //[orn]
  4225. case HFLI_SBR44: //[orn]
  4226. case NPC_BLEEDING:
  4227. case NPC_CRITICALWOUND:
  4228. case NPC_HELLPOWER:
  4229. case RK_SONICWAVE:
  4230. case AB_DUPLELIGHT_MELEE:
  4231. case RA_AIMEDBOLT:
  4232. case NC_BOOSTKNUCKLE:
  4233. case NC_PILEBUNKER:
  4234. case NC_AXEBOOMERANG:
  4235. case NC_POWERSWING:
  4236. case NC_MAGMA_ERUPTION:
  4237. case GC_CROSSIMPACT:
  4238. case GC_VENOMPRESSURE:
  4239. case SC_TRIANGLESHOT:
  4240. case SC_FEINTBOMB:
  4241. case LG_BANISHINGPOINT:
  4242. case LG_SHIELDPRESS:
  4243. case LG_RAGEBURST:
  4244. case LG_RAYOFGENESIS:
  4245. case LG_HESPERUSLIT:
  4246. case LG_OVERBRAND:
  4247. case LG_OVERBRAND_BRANDISH:
  4248. case SR_FALLENEMPIRE:
  4249. case SR_CRESCENTELBOW_AUTOSPELL:
  4250. case SR_GATEOFHELL:
  4251. case SR_GENTLETOUCH_QUIET:
  4252. case WM_SEVERE_RAINSTORM_MELEE:
  4253. case WM_GREAT_ECHO:
  4254. case GN_SLINGITEM_RANGEMELEEATK:
  4255. case KO_SETSUDAN:
  4256. case RL_MASS_SPIRAL:
  4257. case RL_BANISHING_BUSTER:
  4258. case RL_SLUGSHOT:
  4259. case RL_AM_BLAST:
  4260. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4261. break;
  4262. case MO_TRIPLEATTACK:
  4263. case RK_WINDCUTTER:
  4264. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4265. break;
  4266. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  4267. switch( rnd()%6 ){
  4268. case 0: flag |= BREAK_ANKLE; break;
  4269. case 1: flag |= BREAK_WRIST; break;
  4270. case 2: flag |= BREAK_KNEE; break;
  4271. case 3: flag |= BREAK_SHOULDER; break;
  4272. case 4: flag |= BREAK_WAIST; break;
  4273. case 5: flag |= BREAK_NECK; break;
  4274. }
  4275. //TODO: is there really no cleaner way to do this?
  4276. sc = status_get_sc(bl);
  4277. if (sc) sc->jb_flag = flag;
  4278. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4279. break;
  4280. case MO_COMBOFINISH:
  4281. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4282. { //Becomes a splash attack when Soul Linked.
  4283. map_foreachinshootrange(skill_area_sub, bl,
  4284. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4285. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4286. skill_castend_damage_id);
  4287. } else
  4288. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4289. break;
  4290. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4291. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4292. skill_area_temp[1] = 0;
  4293. map_foreachinshootrange(skill_attack_area, src,
  4294. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4295. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4296. break;
  4297. case KN_CHARGEATK:
  4298. {
  4299. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4300. unsigned int dist = distance_bl(src, bl);
  4301. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4302. // teleport to target (if not on WoE grounds)
  4303. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4304. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4305. // cause damage and knockback if the path to target was a straight one
  4306. if (path) {
  4307. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4308. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4309. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4310. // make the caster look in the direction of the target
  4311. unit_setdir(src, (dir+4)%8);
  4312. }
  4313. }
  4314. break;
  4315. case NC_FLAMELAUNCHER:
  4316. case LG_CANNONSPEAR:
  4317. if(skill_id == LG_CANNONSPEAR)
  4318. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  4319. skill_area_temp[1] = bl->id;
  4320. if (battle_config.skill_eightpath_algorithm) {
  4321. //Use official AoE algorithm
  4322. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4323. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4324. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4325. } else {
  4326. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4327. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4328. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4329. }
  4330. break;
  4331. case SN_SHARPSHOOTING:
  4332. case MA_SHARPSHOOTING:
  4333. case NJ_KAMAITACHI:
  4334. case NPC_ACIDBREATH:
  4335. case NPC_DARKNESSBREATH:
  4336. case NPC_FIREBREATH:
  4337. case NPC_ICEBREATH:
  4338. case NPC_THUNDERBREATH:
  4339. skill_area_temp[1] = bl->id;
  4340. if (battle_config.skill_eightpath_algorithm) {
  4341. //Use official AoE algorithm
  4342. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4343. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4344. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4345. //These skills hit at least the target if the AoE doesn't hit
  4346. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4347. }
  4348. } else {
  4349. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4350. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4351. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4352. }
  4353. if (skill_id == SN_SHARPSHOOTING)
  4354. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4355. break;
  4356. case MO_INVESTIGATE:
  4357. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4358. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4359. break;
  4360. case RG_BACKSTAP:
  4361. {
  4362. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4363. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4364. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4365. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4366. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4367. unit_setdir(bl,dir);
  4368. }
  4369. else if (sd)
  4370. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4371. }
  4372. break;
  4373. case MO_FINGEROFFENSIVE:
  4374. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4375. if (battle_config.finger_offensive_type && sd) {
  4376. int i;
  4377. for (i = 1; i < sd->spiritball_old; i++)
  4378. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4379. }
  4380. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4381. break;
  4382. case MO_CHAINCOMBO:
  4383. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4384. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4385. break;
  4386. #ifndef RENEWAL
  4387. case NJ_ISSEN:
  4388. #endif
  4389. case MO_EXTREMITYFIST:
  4390. {
  4391. struct block_list *mbl = bl; // For NJ_ISSEN
  4392. short x, y, i = 2; // Move 2 cells (From target)
  4393. short dir = map_calc_dir(src,bl->x,bl->y);
  4394. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4395. if (skill_id == MO_EXTREMITYFIST) {
  4396. status_set_sp(src, 0, 0);
  4397. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4398. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4399. #ifdef RENEWAL
  4400. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4401. #endif
  4402. } else {
  4403. status_set_hp(src, 1, 0);
  4404. status_change_end(src, SC_NEN, INVALID_TIMER);
  4405. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4406. }
  4407. if (skill_id == MO_EXTREMITYFIST) {
  4408. mbl = src; // For MO_EXTREMITYFIST
  4409. i = 3; // Move 3 cells (From caster)
  4410. }
  4411. if (dir > 0 && dir < 4)
  4412. x = -i;
  4413. else if (dir > 4)
  4414. x = i;
  4415. else
  4416. x = 0;
  4417. if (dir > 2 && dir < 6)
  4418. y = -i;
  4419. else if (dir == 7 || dir < 2)
  4420. y = i;
  4421. else
  4422. y = 0;
  4423. // Ashura Strike still has slide effect in GVG
  4424. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4425. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4426. clif_blown(src);
  4427. clif_spiritball(src);
  4428. }
  4429. }
  4430. break;
  4431. case HT_POWER:
  4432. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4433. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4434. break;
  4435. case SU_PICKYPECK:
  4436. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4437. case SU_BITE:
  4438. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4439. if (status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  4440. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4441. break;
  4442. case SU_SVG_SPIRIT:
  4443. skill_area_temp[1] = bl->id;
  4444. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4445. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4446. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4447. break;
  4448. //Splash attack skills.
  4449. case AS_GRIMTOOTH:
  4450. case MC_CARTREVOLUTION:
  4451. case NPC_SPLASHATTACK:
  4452. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4453. case AS_SPLASHER:
  4454. case HT_BLITZBEAT:
  4455. case AC_SHOWER:
  4456. case MA_SHOWER:
  4457. case MG_NAPALMBEAT:
  4458. case MG_FIREBALL:
  4459. case RG_RAID:
  4460. case HW_NAPALMVULCAN:
  4461. case NJ_HUUMA:
  4462. case ASC_METEORASSAULT:
  4463. case GS_SPREADATTACK:
  4464. case NPC_EARTHQUAKE:
  4465. case NPC_PULSESTRIKE:
  4466. case NPC_HELLJUDGEMENT:
  4467. case NPC_VAMPIRE_GIFT:
  4468. case NPC_MAXPAIN_ATK:
  4469. case NPC_JACKFROST:
  4470. case RK_IGNITIONBREAK:
  4471. case AB_JUDEX:
  4472. case WL_SOULEXPANSION:
  4473. case WL_CRIMSONROCK:
  4474. case WL_JACKFROST:
  4475. case RA_ARROWSTORM:
  4476. case RA_WUGDASH:
  4477. case NC_VULCANARM:
  4478. case NC_COLDSLOWER:
  4479. case NC_SELFDESTRUCTION:
  4480. case NC_AXETORNADO:
  4481. case GC_ROLLINGCUTTER:
  4482. case GC_COUNTERSLASH:
  4483. case LG_MOONSLASHER:
  4484. case LG_EARTHDRIVE:
  4485. case SR_RAMPAGEBLASTER:
  4486. case SR_SKYNETBLOW:
  4487. case SR_WINDMILL:
  4488. case SR_RIDEINLIGHTNING:
  4489. case WM_REVERBERATION_MELEE:
  4490. case WM_REVERBERATION_MAGIC:
  4491. case SO_VARETYR_SPEAR:
  4492. case GN_CART_TORNADO:
  4493. case GN_CARTCANNON:
  4494. case GN_DEMONIC_FIRE:
  4495. case GN_FIRE_EXPANSION_ACID:
  4496. case KO_HAPPOKUNAI:
  4497. case KO_HUUMARANKA:
  4498. case KO_MUCHANAGE:
  4499. case KO_BAKURETSU:
  4500. case GN_ILLUSIONDOPING:
  4501. case RL_FIREDANCE:
  4502. case RL_S_STORM:
  4503. case RL_R_TRIP:
  4504. case MH_XENO_SLASHER:
  4505. case NC_ARMSCANNON:
  4506. case SU_SCRATCH:
  4507. case SU_LUNATICCARROTBEAT:
  4508. if( flag&1 ) {//Recursive invocation
  4509. int sflag = skill_area_temp[0] & 0xFFF;
  4510. int heal = 0;
  4511. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  4512. break; // Under Hovering characters are immune to select trap and ground target skills.
  4513. if( flag&SD_LEVEL )
  4514. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4515. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4516. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4517. switch(skill_id) {
  4518. case SR_SKYNETBLOW:
  4519. if (flag&8)
  4520. sflag |= 8; // Give Combo state bonus damage (if active) to all targets in splash
  4521. break;
  4522. }
  4523. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4524. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4525. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4526. status_heal(src,heal,0,0);
  4527. }
  4528. if (skill_id == SU_SCRATCH && status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  4529. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4530. } else {
  4531. int starget = BL_CHAR|BL_SKILL;
  4532. skill_area_temp[0] = 0;
  4533. skill_area_temp[1] = bl->id;
  4534. skill_area_temp[2] = 0;
  4535. switch ( skill_id ) {
  4536. case SU_LUNATICCARROTBEAT:
  4537. skill_area_temp[3] = 0;
  4538. case LG_EARTHDRIVE:
  4539. case GN_CARTCANNON:
  4540. case SU_SCRATCH:
  4541. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4542. break;
  4543. case LG_MOONSLASHER:
  4544. case MH_XENO_SLASHER:
  4545. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  4546. break;
  4547. case NPC_EARTHQUAKE: //FIXME: Isn't EarthQuake a ground skill after all?
  4548. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4549. break;
  4550. case WM_REVERBERATION_MELEE:
  4551. case WM_REVERBERATION_MAGIC:
  4552. case NC_ARMSCANNON:
  4553. skill_area_temp[1] = 0;
  4554. starget = splash_target(src);
  4555. break;
  4556. case WL_CRIMSONROCK:
  4557. skill_area_temp[4] = bl->x;
  4558. skill_area_temp[5] = bl->y;
  4559. break;
  4560. }
  4561. // if skill damage should be split among targets, count them
  4562. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4563. //special case: Venom Splasher uses a different range for searching than for splashing
  4564. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4565. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4566. // recursive invocation of skill_castend_damage_id() with flag|1
  4567. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4568. if (sd && skill_id == SU_LUNATICCARROTBEAT) {
  4569. short item_idx = pc_search_inventory(sd, ITEMID_CARROT);
  4570. if (item_idx >= 0) {
  4571. pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
  4572. skill_area_temp[3] = 1;
  4573. }
  4574. }
  4575. if (skill_id == RA_ARROWSTORM)
  4576. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4577. if( skill_id == AS_SPLASHER ) {
  4578. map_freeblock_unlock(); // Don't consume a second gemstone.
  4579. return 0;
  4580. }
  4581. }
  4582. break;
  4583. //Place units around target
  4584. case NJ_BAKUENRYU:
  4585. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4586. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4587. break;
  4588. case WL_COMET:
  4589. case NPC_COMET:
  4590. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4591. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4592. break;
  4593. case SM_MAGNUM:
  4594. case MS_MAGNUM:
  4595. if( flag&1 ) {
  4596. // For players, damage depends on distance, so add it to flag if it is > 1
  4597. // Cannot hit hidden targets
  4598. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4599. }
  4600. break;
  4601. case KN_BRANDISHSPEAR:
  4602. case ML_BRANDISH:
  4603. //Coded apart for it needs the flag passed to the damage calculation.
  4604. if (skill_area_temp[1] != bl->id)
  4605. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4606. else
  4607. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4608. break;
  4609. case KN_BOWLINGBASH:
  4610. case MS_BOWLINGBASH:
  4611. {
  4612. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4613. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4614. c = (skill_lv-(flag&0xFFF)+1)/2;
  4615. // Determine the Bowling Bash area depending on configuration
  4616. if (battle_config.bowling_bash_area == 0) {
  4617. // Gutter line system
  4618. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4619. if(min_x < 0) min_x = 0;
  4620. max_x = min_x + 39;
  4621. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4622. if(min_y < 0) min_y = 0;
  4623. max_y = min_y + 39;
  4624. } else if (battle_config.bowling_bash_area == 1) {
  4625. // Gutter line system without demi gutter bug
  4626. min_x = src->x - (src->x)%40;
  4627. max_x = min_x + 39;
  4628. min_y = src->y - (src->y)%40;
  4629. max_y = min_y + 39;
  4630. } else {
  4631. // Area around caster
  4632. min_x = src->x - battle_config.bowling_bash_area;
  4633. max_x = src->x + battle_config.bowling_bash_area;
  4634. min_y = src->y - battle_config.bowling_bash_area;
  4635. max_y = src->y + battle_config.bowling_bash_area;
  4636. }
  4637. // Initialization, break checks, direction
  4638. if((flag&0xFFF) > 0) {
  4639. // Ignore monsters outside area
  4640. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4641. break;
  4642. // Ignore monsters already in list
  4643. if(idb_exists(bowling_db, bl->id))
  4644. break;
  4645. // Random direction
  4646. dir = rnd()%8;
  4647. } else {
  4648. // Create an empty list of already hit targets
  4649. db_clear(bowling_db);
  4650. // Direction is walkpath
  4651. dir = (unit_getdir(src)+4)%8;
  4652. }
  4653. // Add current target to the list of already hit targets
  4654. idb_put(bowling_db, bl->id, bl);
  4655. // Keep moving target in direction square by square
  4656. tx = bl->x;
  4657. ty = bl->y;
  4658. for(i=0;i<c;i++) {
  4659. // Target coordinates (get changed even if knockback fails)
  4660. tx -= dirx[dir];
  4661. ty -= diry[dir];
  4662. // If target cell is a wall then break
  4663. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4664. break;
  4665. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4666. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4667. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4668. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4669. (map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4670. // Recursive call
  4671. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4672. // Self-collision
  4673. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4674. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4675. break;
  4676. }
  4677. }
  4678. // Original hit or chain hit depending on flag
  4679. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4680. }
  4681. break;
  4682. case KN_SPEARSTAB:
  4683. if(flag&1) {
  4684. if (bl->id==skill_area_temp[1])
  4685. break;
  4686. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4687. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4688. } else {
  4689. int x=bl->x,y=bl->y,i,dir;
  4690. dir = map_calc_dir(bl,src->x,src->y);
  4691. skill_area_temp[1] = bl->id;
  4692. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4693. // all the enemies between the caster and the target are hit, as well as the target
  4694. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4695. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4696. for (i=0;i<4;i++) {
  4697. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4698. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4699. x += dirx[dir];
  4700. y += diry[dir];
  4701. }
  4702. }
  4703. break;
  4704. case TK_TURNKICK:
  4705. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4706. {
  4707. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4708. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4709. map_foreachinallrange(skill_area_sub,bl,
  4710. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4711. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4712. skill_castend_nodamage_id);
  4713. }
  4714. break;
  4715. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4716. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4717. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4718. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4719. break;
  4720. case PR_TURNUNDEAD:
  4721. case ALL_RESURRECTION:
  4722. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4723. break;
  4724. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4725. break;
  4726. case AL_HOLYLIGHT:
  4727. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4728. case MG_SOULSTRIKE:
  4729. case NPC_DARKSTRIKE:
  4730. case MG_COLDBOLT:
  4731. case MG_FIREBOLT:
  4732. case MG_LIGHTNINGBOLT:
  4733. case WZ_EARTHSPIKE:
  4734. case AL_HEAL:
  4735. case NPC_DARKTHUNDER:
  4736. case PR_ASPERSIO:
  4737. case MG_FROSTDIVER:
  4738. case WZ_SIGHTBLASTER:
  4739. case WZ_SIGHTRASHER:
  4740. case NJ_KOUENKA:
  4741. case NJ_HYOUSENSOU:
  4742. case NJ_HUUJIN:
  4743. case AB_ADORAMUS:
  4744. case AB_RENOVATIO:
  4745. case AB_HIGHNESSHEAL:
  4746. case AB_DUPLELIGHT_MAGIC:
  4747. case WM_METALICSOUND:
  4748. case KO_KAIHOU:
  4749. case MH_ERASER_CUTTER:
  4750. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4751. break;
  4752. case NPC_MAGICALATTACK:
  4753. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4754. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4755. break;
  4756. case HVAN_CAPRICE: //[blackhole89]
  4757. {
  4758. int ran=rnd()%4;
  4759. int sid = 0;
  4760. switch(ran)
  4761. {
  4762. case 0: sid=MG_COLDBOLT; break;
  4763. case 1: sid=MG_FIREBOLT; break;
  4764. case 2: sid=MG_LIGHTNINGBOLT; break;
  4765. case 3: sid=WZ_EARTHSPIKE; break;
  4766. }
  4767. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4768. }
  4769. break;
  4770. case WZ_WATERBALL:
  4771. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4772. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4773. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4774. break;
  4775. case WZ_JUPITEL:
  4776. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4777. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4778. break;
  4779. case PR_BENEDICTIO:
  4780. //Should attack undead and demons. [Skotlex]
  4781. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4782. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4783. break;
  4784. case SL_SMA:
  4785. status_change_end(src, SC_SMA, INVALID_TIMER);
  4786. case SL_STIN:
  4787. case SL_STUN:
  4788. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4789. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4790. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4791. break;
  4792. }
  4793. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4794. break;
  4795. case NPC_DARKBREATH:
  4796. clif_emotion(src,ET_ANGER);
  4797. case SN_FALCONASSAULT:
  4798. case PA_PRESSURE:
  4799. case CR_ACIDDEMONSTRATION:
  4800. case TF_THROWSTONE:
  4801. #ifdef RENEWAL
  4802. case ASC_BREAKER:
  4803. #endif
  4804. case NPC_SMOKING:
  4805. case GS_FLING:
  4806. case NJ_ZENYNAGE:
  4807. case GN_THORNS_TRAP:
  4808. case GN_HELLS_PLANT_ATK:
  4809. case RL_B_TRAP:
  4810. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4811. break;
  4812. #ifdef RENEWAL
  4813. case NJ_ISSEN: {
  4814. short x, y;
  4815. short dir = map_calc_dir(src, bl->x, bl->y);
  4816. // Move 2 cells (From target)
  4817. if (dir > 0 && dir < 4)
  4818. x = -2;
  4819. else if (dir > 4)
  4820. x = 2;
  4821. else
  4822. x = 0;
  4823. if (dir > 2 && dir < 6)
  4824. y = -2;
  4825. else if (dir == 7 || dir < 2)
  4826. y = 2;
  4827. else
  4828. y = 0;
  4829. // Doesn't have slide effect in GVG
  4830. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  4831. clif_blown(src);
  4832. clif_spiritball(src);
  4833. }
  4834. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4835. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4836. status_change_end(src, SC_NEN, INVALID_TIMER);
  4837. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4838. }
  4839. break;
  4840. #endif
  4841. case RK_DRAGONBREATH_WATER:
  4842. case RK_DRAGONBREATH:
  4843. if( tsc && tsc->data[SC_HIDING] )
  4844. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4845. else
  4846. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4847. break;
  4848. case NPC_SELFDESTRUCTION:
  4849. if( tsc && tsc->data[SC_HIDING] )
  4850. break;
  4851. case HVAN_EXPLOSION:
  4852. if (src != bl)
  4853. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4854. break;
  4855. // Celest
  4856. case PF_SOULBURN:
  4857. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4858. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4859. if (skill_lv == 5)
  4860. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4861. status_percent_damage(src, bl, 0, 100, false);
  4862. } else {
  4863. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4864. if (skill_lv == 5)
  4865. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4866. status_percent_damage(src, src, 0, 100, false);
  4867. }
  4868. break;
  4869. case NPC_BLOODDRAIN:
  4870. case NPC_ENERGYDRAIN:
  4871. {
  4872. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4873. src, src, bl, skill_id, skill_lv, tick, flag);
  4874. if (heal > 0){
  4875. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4876. status_heal(src, heal, 0, 0);
  4877. }
  4878. }
  4879. break;
  4880. case GS_BULLSEYE:
  4881. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4882. break;
  4883. case NJ_KASUMIKIRI:
  4884. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4885. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4886. break;
  4887. case NJ_KIRIKAGE:
  4888. if( !map_flag_gvg2(src->m) && !map[src->m].flag.battleground )
  4889. { //You don't move on GVG grounds.
  4890. short x, y;
  4891. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4892. if (unit_movepos(src, x, y, 0, 0)) {
  4893. clif_blown(src);
  4894. }
  4895. }
  4896. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4897. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4898. break;
  4899. case RK_HUNDREDSPEAR:
  4900. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4901. if(rnd()%100 < (10 + 3*skill_lv)) {
  4902. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4903. if( !skill_req )
  4904. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4905. skill_blown(src,bl,6,-1,BLOWN_NONE);
  4906. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4907. }
  4908. break;
  4909. case RK_PHANTOMTHRUST:
  4910. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4911. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4912. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  4913. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4914. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4915. break;
  4916. case RK_STORMBLAST:
  4917. if( flag&1 )
  4918. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4919. else {
  4920. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4921. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  4922. }
  4923. break;
  4924. case GC_DARKILLUSION:
  4925. {
  4926. short x, y;
  4927. short dir = map_calc_dir(src,bl->x,bl->y);
  4928. if( dir > 0 && dir < 4) x = 2;
  4929. else if( dir > 4 ) x = -2;
  4930. else x = 0;
  4931. if( dir > 2 && dir < 6 ) y = 2;
  4932. else if( dir == 7 || dir < 2 ) y = -2;
  4933. else y = 0;
  4934. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4935. clif_blown(src);
  4936. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4937. if( rnd()%100 < 4 * skill_lv )
  4938. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4939. }
  4940. }
  4941. break;
  4942. case GC_WEAPONCRUSH:
  4943. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4944. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4945. else if( sd )
  4946. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4947. break;
  4948. case GC_CROSSRIPPERSLASHER:
  4949. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4950. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4951. else
  4952. {
  4953. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4954. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4955. }
  4956. break;
  4957. case GC_PHANTOMMENACE:
  4958. if (flag&1) { // Only Hits Invisible Targets
  4959. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4960. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4961. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4962. }
  4963. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4964. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4965. }
  4966. break;
  4967. case GC_DARKCROW:
  4968. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4969. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  4970. break;
  4971. case WL_DRAINLIFE:
  4972. {
  4973. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4974. int rate = 70 + 5 * skill_lv;
  4975. heal = heal * (5 + 5 * skill_lv) / 100;
  4976. if( bl->type == BL_SKILL )
  4977. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4978. if( heal && rnd()%100 < rate )
  4979. {
  4980. status_heal(src, heal, 0, 0);
  4981. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4982. }
  4983. }
  4984. break;
  4985. case WL_TETRAVORTEX:
  4986. if( sd && sc ) { // No SC? No spheres
  4987. int spheres[5] = { 0, 0, 0, 0, 0 },
  4988. positions[5] = {-1,-1,-1,-1,-1 },
  4989. i, j = 0, k, subskill = 0;
  4990. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4991. if( sc->data[i] ) {
  4992. spheres[j] = i;
  4993. positions[j] = sc->data[i]->val2;
  4994. j++;
  4995. }
  4996. // Sphere Sort, this time from new to old
  4997. for( i = 0; i <= j - 2; i++ )
  4998. for( k = i + 1; k <= j - 1; k++ )
  4999. if( positions[i] < positions[k] ) {
  5000. SWAP(positions[i],positions[k]);
  5001. SWAP(spheres[i],spheres[k]);
  5002. }
  5003. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  5004. status_change_end(src, static_cast<sc_type>(spheres[4]), INVALID_TIMER);
  5005. j = 4;
  5006. }
  5007. k = 0;
  5008. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5009. switch( sc->data[spheres[i]]->val1 ) {
  5010. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  5011. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  5012. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  5013. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  5014. }
  5015. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  5016. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  5017. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER);
  5018. }
  5019. }
  5020. break;
  5021. case WL_RELEASE:
  5022. if( sd )
  5023. {
  5024. int i;
  5025. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5026. // Priority is to release SpellBook
  5027. if( sc && sc->data[SC_FREEZE_SP] )
  5028. { // SpellBook
  5029. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  5030. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  5031. int cooldown;
  5032. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  5033. if( sc->data[i] ) spell[s++] = i;
  5034. if ( s == 0 )
  5035. break;
  5036. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  5037. if(sc->data[i] ){// Now extract the data from the preserved spell
  5038. pres_skill_id = sc->data[i]->val1;
  5039. pres_skill_lv = sc->data[i]->val2;
  5040. point = sc->data[i]->val3;
  5041. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5042. }else //something went wrong :(
  5043. break;
  5044. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5045. sc->data[SC_FREEZE_SP]->val2 -= point;
  5046. else // Last spell to be released
  5047. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5048. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  5049. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  5050. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5051. break;
  5052. // Get the requirement for the preserved skill
  5053. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5054. switch( skill_get_casttype(pres_skill_id) )
  5055. {
  5056. case CAST_GROUND:
  5057. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5058. break;
  5059. case CAST_NODAMAGE:
  5060. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5061. break;
  5062. case CAST_DAMAGE:
  5063. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5064. break;
  5065. }
  5066. sd->ud.canact_tick = max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5067. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5068. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5069. if( cooldown )
  5070. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5071. }
  5072. else
  5073. { // Summon Balls
  5074. int j = 0, k;
  5075. int spheres[5] = { 0, 0, 0, 0, 0 },
  5076. positions[5] = {-1,-1,-1,-1,-1 };
  5077. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5078. if( sc && sc->data[i] )
  5079. {
  5080. spheres[j] = i;
  5081. positions[j] = sc->data[i]->val2;
  5082. sc->data[i]->val2--; // Prepares for next position
  5083. j++;
  5084. }
  5085. if( j == 0 )
  5086. { // No Spheres
  5087. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  5088. break;
  5089. }
  5090. // Sphere Sort
  5091. for( i = 0; i <= j - 2; i++ )
  5092. for( k = i + 1; k <= j - 1; k++ )
  5093. if( positions[i] > positions[k] )
  5094. {
  5095. SWAP(positions[i],positions[k]);
  5096. SWAP(spheres[i],spheres[k]);
  5097. }
  5098. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  5099. for( i = 0; i < j; i++ )
  5100. {
  5101. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5102. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5103. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  5104. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER); // Eliminate ball
  5105. }
  5106. clif_skill_nodamage(src,bl,skill_id,0,1);
  5107. }
  5108. }
  5109. break;
  5110. case WL_FROSTMISTY:
  5111. // Causes Freezing status through walls.
  5112. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  5113. // Doesn't deal damage through non-shootable walls.
  5114. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5115. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5116. break;
  5117. case WL_HELLINFERNO:
  5118. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5119. skill_addtimerskill(src,tick + 200,bl->id,0,0,skill_id,skill_lv,BF_MAGIC,flag|ELE_DARK);
  5120. break;
  5121. case RA_WUGSTRIKE:
  5122. if( sd && pc_isridingwug(sd) ){
  5123. short x[8]={0,-1,-1,-1,0,1,1,1};
  5124. short y[8]={1,1,0,-1,-1,-1,0,1};
  5125. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5126. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5127. clif_blown(src);
  5128. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5129. }
  5130. break;
  5131. }
  5132. case RA_WUGBITE:
  5133. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5134. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5135. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5136. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5137. break;
  5138. case RA_SENSITIVEKEEN:
  5139. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5140. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5141. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5142. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5143. }
  5144. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5145. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5146. } else {
  5147. struct skill_unit *su = NULL;
  5148. struct skill_unit_group* sg;
  5149. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  5150. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5151. {
  5152. struct item item_tmp;
  5153. memset(&item_tmp,0,sizeof(item_tmp));
  5154. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5155. item_tmp.identify = 1;
  5156. if( item_tmp.nameid )
  5157. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5158. }
  5159. skill_delunit(su);
  5160. }
  5161. }
  5162. break;
  5163. case NC_INFRAREDSCAN:
  5164. if( flag&1 ) {
  5165. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5166. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5167. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5168. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5169. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5170. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5171. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5172. } else {
  5173. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5174. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5175. }
  5176. break;
  5177. case NC_MAGNETICFIELD:
  5178. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  5179. break;
  5180. case SC_FATALMENACE:
  5181. if( flag&1 )
  5182. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5183. else
  5184. {
  5185. short x, y;
  5186. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5187. // Destination area
  5188. skill_area_temp[4] = x;
  5189. skill_area_temp[5] = y;
  5190. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5191. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5192. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  5193. }
  5194. break;
  5195. case LG_PINPOINTATTACK:
  5196. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5197. clif_blown(src);
  5198. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5199. break;
  5200. case LG_SHIELDSPELL:
  5201. if (skill_lv == 1)
  5202. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5203. else if (skill_lv == 2)
  5204. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5205. break;
  5206. case SR_DRAGONCOMBO:
  5207. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5208. break;
  5209. case SR_KNUCKLEARROW:
  5210. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5211. dir_ka = map_calc_dir(bl, src->x, src->y);
  5212. // Has slide effect
  5213. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5214. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5215. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5216. break;
  5217. case SR_HOWLINGOFLION:
  5218. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5219. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5220. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5221. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5222. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5223. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5224. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5225. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5226. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5227. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5228. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5229. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5230. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5231. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5232. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5233. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5234. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5235. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5236. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5237. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5238. break;
  5239. case SR_EARTHSHAKER:
  5240. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5241. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5242. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5243. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5244. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5245. } else {
  5246. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5247. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5248. }
  5249. break;
  5250. case SR_TIGERCANNON:
  5251. if (flag&1) {
  5252. if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id)
  5253. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5254. } else if (sd) {
  5255. skill_area_temp[1] = bl->id;
  5256. skill_area_temp[3] = skill_id;
  5257. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5258. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5259. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5260. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5261. }
  5262. break;
  5263. case SO_POISON_BUSTER:
  5264. if( tsc && tsc->data[SC_POISON] ) {
  5265. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5266. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5267. }
  5268. else if( sd )
  5269. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5270. break;
  5271. case GN_SPORE_EXPLOSION:
  5272. if( flag&1 )
  5273. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5274. else {
  5275. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5276. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  5277. }
  5278. break;
  5279. case KO_JYUMONJIKIRI: {
  5280. short x, y;
  5281. short dir = map_calc_dir(src,bl->x,bl->y);
  5282. if (dir > 0 && dir < 4)
  5283. x = 2;
  5284. else if (dir > 4)
  5285. x = -2;
  5286. else
  5287. x = 0;
  5288. if (dir > 2 && dir < 6)
  5289. y = 2;
  5290. else if (dir == 7 || dir < 2)
  5291. y = -2;
  5292. else
  5293. y = 0;
  5294. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5295. clif_blown(src);
  5296. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5297. }
  5298. }
  5299. break;
  5300. case EL_FIRE_BOMB:
  5301. case EL_FIRE_WAVE:
  5302. case EL_WATER_SCREW:
  5303. case EL_HURRICANE:
  5304. case EL_TYPOON_MIS:
  5305. if( flag&1 )
  5306. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5307. else {
  5308. int i = skill_get_splash(skill_id,skill_lv);
  5309. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5310. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5311. if( rnd()%100 < 30 )
  5312. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5313. else
  5314. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5315. }
  5316. break;
  5317. case EL_ROCK_CRUSHER:
  5318. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5319. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5320. if( rnd()%100 < 50 )
  5321. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5322. else
  5323. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5324. break;
  5325. case EL_STONE_RAIN:
  5326. if( flag&1 )
  5327. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5328. else {
  5329. int i = skill_get_splash(skill_id,skill_lv);
  5330. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5331. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5332. if( rnd()%100 < 30 )
  5333. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5334. else
  5335. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5336. }
  5337. break;
  5338. case EL_FIRE_ARROW:
  5339. case EL_ICE_NEEDLE:
  5340. case EL_WIND_SLASH:
  5341. case EL_STONE_HAMMER:
  5342. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5343. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5344. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5345. break;
  5346. case EL_TIDAL_WEAPON:
  5347. if( src->type == BL_ELEM ) {
  5348. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5349. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5350. sc_type type = status_skill2sc(skill_id), type2;
  5351. type2 = static_cast<sc_type>(type - 1);
  5352. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5353. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5354. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5355. elemental_clean_single_effect(ele, skill_id);
  5356. }
  5357. if( rnd()%100 < 50 )
  5358. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5359. else {
  5360. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5361. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5362. }
  5363. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5364. }
  5365. break;
  5366. //recursive homon skill
  5367. case MH_MAGMA_FLOW:
  5368. case MH_HEILIGE_STANGE:
  5369. if(flag&1){
  5370. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5371. break;//chance to not trigger atk for magma
  5372. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5373. }
  5374. else
  5375. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5376. break;
  5377. case MH_STAHL_HORN:
  5378. case MH_NEEDLE_OF_PARALYZE:
  5379. case MH_SONIC_CRAW:
  5380. case MH_MIDNIGHT_FRENZY:
  5381. case MH_SILVERVEIN_RUSH:
  5382. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5383. break;
  5384. case MH_TINDER_BREAKER:
  5385. case MH_CBC:
  5386. case MH_EQC:
  5387. {
  5388. int duration = 0;
  5389. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5390. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5391. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5392. clif_blown(src);
  5393. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5394. } else if (skill_id == MH_EQC && status_bl_has_mode(bl, MD_STATUS_IMMUNE)) {
  5395. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_TOTARGET, 0);
  5396. break;
  5397. }
  5398. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5399. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5400. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5401. }
  5402. break;
  5403. case RL_H_MINE:
  5404. if (!(flag&1)) {
  5405. // Direct attack
  5406. if (!sd || !sd->flicker) {
  5407. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5408. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5409. break;
  5410. }
  5411. // Triggered by RL_FLICKER
  5412. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5413. // Splash damage around it!
  5414. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5415. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5416. flag |= 1; // Don't consume requirement
  5417. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5418. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5419. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5420. }
  5421. }
  5422. else
  5423. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5424. if (sd && sd->flicker)
  5425. flag |= 1; // Don't consume requirement
  5426. break;
  5427. case RL_HAMMER_OF_GOD:
  5428. if (!(flag&1)) {
  5429. if (!sd) {
  5430. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5431. break;
  5432. }
  5433. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5434. } else
  5435. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5436. break;
  5437. case RL_QD_SHOT:
  5438. if (sd)
  5439. status_change_end(&sd->bl, SC_QD_SHOT_READY, INVALID_TIMER);
  5440. case RL_D_TAIL:
  5441. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER])) {
  5442. int sflag = flag;
  5443. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5444. break;
  5445. if (flag&1)
  5446. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5447. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5448. if (sd && skill_id == RL_D_TAIL)
  5449. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5450. }
  5451. break;
  5452. case SU_SCAROFTAROU:
  5453. case SU_SV_STEMSPEAR:
  5454. if (skill_id == SU_SCAROFTAROU)
  5455. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  5456. else {
  5457. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5458. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5459. }
  5460. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5461. if (status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  5462. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  5463. break;
  5464. case 0:/* no skill - basic/normal attack */
  5465. if(sd) {
  5466. if (flag & 3){
  5467. if (bl->id != skill_area_temp[1])
  5468. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5469. } else {
  5470. skill_area_temp[1] = bl->id;
  5471. map_foreachinallrange(skill_area_sub, bl,
  5472. sd->bonus.splash_range, BL_CHAR,
  5473. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5474. skill_castend_damage_id);
  5475. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5476. }
  5477. }
  5478. break;
  5479. default:
  5480. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5481. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5482. 0, abs(skill_get_num(skill_id, skill_lv)),
  5483. skill_id, skill_lv, skill_get_hit(skill_id));
  5484. map_freeblock_unlock();
  5485. return 1;
  5486. }
  5487. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5488. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5489. map_freeblock_unlock();
  5490. if( sd && !(flag&1) )
  5491. {// ensure that the skill last-cast tick is recorded
  5492. sd->canskill_tick = gettick();
  5493. if( sd->state.arrow_atk )
  5494. {// consume arrow on last invocation to this skill.
  5495. battle_consume_ammo(sd, skill_id, skill_lv);
  5496. }
  5497. // perform skill requirement consumption
  5498. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5499. }
  5500. return 0;
  5501. }
  5502. /**
  5503. * Use no-damage skill from 'src' to 'bl
  5504. * @param src Caster
  5505. * @param bl Target of the skill, bl maybe same with src for self skill
  5506. * @param skill_id
  5507. * @param skill_lv
  5508. * @param tick
  5509. * @param flag Various value, &1: Recursive effect
  5510. **/
  5511. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5512. {
  5513. struct map_session_data *sd, *dstsd;
  5514. struct mob_data *md, *dstmd;
  5515. struct homun_data *hd;
  5516. struct mercenary_data *mer;
  5517. struct status_data *sstatus, *tstatus;
  5518. struct status_change *tsc;
  5519. struct status_change_entry *tsce;
  5520. int i = 0;
  5521. enum sc_type type;
  5522. if(skill_id > 0 && !skill_lv) return 0; // celest
  5523. nullpo_retr(1, src);
  5524. nullpo_retr(1, bl);
  5525. if (src->m != bl->m)
  5526. return 1;
  5527. sd = BL_CAST(BL_PC, src);
  5528. hd = BL_CAST(BL_HOM, src);
  5529. md = BL_CAST(BL_MOB, src);
  5530. mer = BL_CAST(BL_MER, src);
  5531. dstsd = BL_CAST(BL_PC, bl);
  5532. dstmd = BL_CAST(BL_MOB, bl);
  5533. if(bl->prev == NULL)
  5534. return 1;
  5535. if(status_isdead(src))
  5536. return 1;
  5537. if( src != bl && status_isdead(bl) ) {
  5538. switch( skill_id ) { // Skills that may be cast on dead targets
  5539. case NPC_WIDESOULDRAIN:
  5540. case PR_REDEMPTIO:
  5541. case ALL_RESURRECTION:
  5542. case WM_DEADHILLHERE:
  5543. case WE_ONEFOREVER:
  5544. break;
  5545. default:
  5546. return 1;
  5547. }
  5548. }
  5549. tstatus = status_get_status_data(bl);
  5550. sstatus = status_get_status_data(src);
  5551. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5552. switch (skill_id) {
  5553. case HLIF_HEAL: //[orn]
  5554. if (bl->type != BL_HOM) {
  5555. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5556. break ;
  5557. }
  5558. case AL_HEAL:
  5559. case ALL_RESURRECTION:
  5560. case PR_ASPERSIO:
  5561. case AB_RENOVATIO:
  5562. case AB_HIGHNESSHEAL:
  5563. //Apparently only player casted skills can be offensive like this.
  5564. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5565. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5566. //Offensive heal does not works on non-enemies. [Skotlex]
  5567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5568. return 0;
  5569. }
  5570. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5571. }
  5572. break;
  5573. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5574. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5575. case MH_STEINWAND: {
  5576. struct block_list *s_src = battle_get_master(src);
  5577. short ret = 0;
  5578. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5579. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5580. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5581. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5582. if (hd)
  5583. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5584. return ret;
  5585. }
  5586. break;
  5587. default:
  5588. //Skill is actually ground placed.
  5589. if (src == bl && skill_get_unit_id(skill_id,0))
  5590. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5591. }
  5592. type = status_skill2sc(skill_id);
  5593. tsc = status_get_sc(bl);
  5594. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5595. if (src!=bl && type > -1 &&
  5596. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5597. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5598. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5599. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5600. map_freeblock_lock();
  5601. switch(skill_id)
  5602. {
  5603. case HLIF_HEAL: //[orn]
  5604. case AL_HEAL:
  5605. case AB_HIGHNESSHEAL:
  5606. {
  5607. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5608. int heal_get_jobexp;
  5609. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5610. heal = 0;
  5611. if( tsc && tsc->count ) {
  5612. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //Bounce back heal
  5613. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5614. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5615. if (src == bl)
  5616. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5617. else {
  5618. bl = src;
  5619. dstsd = sd;
  5620. }
  5621. }
  5622. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5623. heal = 0; //Needed so that it actually displays 0 when healing.
  5624. }
  5625. if (skill_id == AL_HEAL)
  5626. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5627. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5628. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5629. heal = ~heal + 1;
  5630. heal_get_jobexp = status_heal(bl,heal,0,0);
  5631. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5632. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5633. if (heal_get_jobexp <= 0)
  5634. heal_get_jobexp = 1;
  5635. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5636. }
  5637. }
  5638. break;
  5639. case PR_REDEMPTIO:
  5640. if (sd && !(flag&1)) {
  5641. if (sd->status.party_id == 0) {
  5642. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5643. break;
  5644. }
  5645. skill_area_temp[0] = 0;
  5646. party_foreachsamemap(skill_area_sub,
  5647. sd,skill_get_splash(skill_id, skill_lv),
  5648. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5649. skill_castend_nodamage_id);
  5650. if (skill_area_temp[0] == 0) {
  5651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5652. break;
  5653. }
  5654. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5655. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty && battle_config.exp_cost_redemptio) { //Apply penalty
  5656. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5657. pc_lostexp(sd, u32min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5658. }
  5659. status_set_hp(src, 1, 0);
  5660. status_set_sp(src, 0, 0);
  5661. break;
  5662. } else if (status_isdead(bl) && flag&1) { //Revive
  5663. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5664. skill_lv = 3; //Resurrection level 3 is used
  5665. } else //Invalid target, skip resurrection.
  5666. break;
  5667. case ALL_RESURRECTION:
  5668. if(sd && (map_flag_gvg2(bl->m) || map[bl->m].flag.battleground))
  5669. { //No reviving in WoE grounds!
  5670. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5671. break;
  5672. }
  5673. if (!status_isdead(bl))
  5674. break;
  5675. {
  5676. int per = 0, sper = 0;
  5677. if (tsc && tsc->data[SC_HELLPOWER]) {
  5678. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  5679. break;
  5680. }
  5681. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5682. break;
  5683. switch(skill_lv){
  5684. case 1: per=10; break;
  5685. case 2: per=30; break;
  5686. case 3: per=50; break;
  5687. case 4: per=80; break;
  5688. }
  5689. if(dstsd && dstsd->special_state.restart_full_recover)
  5690. per = sper = 100;
  5691. if (status_revive(bl, per, sper))
  5692. {
  5693. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5694. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5695. {
  5696. int exp = 0,jexp = 0;
  5697. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5698. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5699. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5700. if (exp < 1) exp = 1;
  5701. }
  5702. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5703. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5704. if (jexp < 1) jexp = 1;
  5705. }
  5706. if(exp > 0 || jexp > 0)
  5707. pc_gainexp (sd, bl, exp, jexp, 0);
  5708. }
  5709. }
  5710. }
  5711. break;
  5712. case AL_DECAGI:
  5713. case MER_DECAGI:
  5714. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5715. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  5716. break;
  5717. case AL_CRUCIS:
  5718. if (flag&1)
  5719. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  5720. else {
  5721. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5722. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5723. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5724. }
  5725. break;
  5726. case PR_LEXDIVINA:
  5727. case MER_LEXDIVINA:
  5728. if (tsce)
  5729. status_change_end(bl, type, INVALID_TIMER);
  5730. else
  5731. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  5732. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5733. break;
  5734. case SA_ABRACADABRA:
  5735. if (!skill_abra_count) {
  5736. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5737. break;
  5738. }
  5739. else {
  5740. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5741. do {
  5742. i = rnd() % MAX_SKILL_ABRA_DB;
  5743. abra_skill_id = skill_abra_db[i].skill_id;
  5744. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5745. } while ( checked++ < checked_max &&
  5746. (abra_skill_id == 0 ||
  5747. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5748. if (!skill_get_index(abra_skill_id))
  5749. break;
  5750. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5751. if( sd )
  5752. {// player-casted
  5753. sd->state.abra_flag = 1;
  5754. sd->skillitem = abra_skill_id;
  5755. sd->skillitemlv = abra_skill_lv;
  5756. sd->skillitem_keep_requirement = false;
  5757. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5758. }
  5759. else
  5760. {// mob-casted
  5761. struct unit_data *ud = unit_bl2ud(src);
  5762. int inf = skill_get_inf(abra_skill_id);
  5763. if (!ud) break;
  5764. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5765. if (src->type == BL_PET)
  5766. bl = (struct block_list*)((TBL_PET*)src)->master;
  5767. if (!bl) bl = src;
  5768. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5769. } else { //Assume offensive skills
  5770. int target_id = 0;
  5771. if (ud->target)
  5772. target_id = ud->target;
  5773. else switch (src->type) {
  5774. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5775. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5776. }
  5777. if (!target_id)
  5778. break;
  5779. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5780. bl = map_id2bl(target_id);
  5781. if (!bl) bl = src;
  5782. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5783. } else
  5784. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5785. }
  5786. }
  5787. }
  5788. break;
  5789. case SA_COMA:
  5790. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5791. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5792. break;
  5793. case SA_FULLRECOVERY:
  5794. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5795. if (status_isimmune(bl))
  5796. break;
  5797. status_percent_heal(bl, 100, 100);
  5798. break;
  5799. case NPC_ALLHEAL:
  5800. {
  5801. int heal;
  5802. if( status_isimmune(bl) )
  5803. break;
  5804. heal = status_percent_heal(bl, 100, 0);
  5805. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5806. if( dstmd )
  5807. { // Reset Damage Logs
  5808. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5809. dstmd->tdmg = 0;
  5810. }
  5811. }
  5812. break;
  5813. case SA_SUMMONMONSTER:
  5814. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5815. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5816. break;
  5817. case SA_LEVELUP:
  5818. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5819. if (sd && pc_nextbaseexp(sd))
  5820. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  5821. break;
  5822. case SA_INSTANTDEATH:
  5823. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5824. status_kill(src);
  5825. break;
  5826. case SA_QUESTION:
  5827. clif_emotion(src,ET_QUESTION);
  5828. case SA_GRAVITY:
  5829. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5830. break;
  5831. case SA_CLASSCHANGE:
  5832. case SA_MONOCELL:
  5833. if (dstmd)
  5834. {
  5835. int class_;
  5836. if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5838. break;
  5839. }
  5840. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0));
  5841. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5842. mob_class_change(dstmd,class_);
  5843. if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5844. 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 };
  5845. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5846. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5847. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5848. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5849. }
  5850. }
  5851. break;
  5852. case SA_DEATH:
  5853. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5854. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5855. break;
  5856. }
  5857. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5858. status_kill(bl);
  5859. break;
  5860. case SA_REVERSEORCISH:
  5861. case ALL_REVERSEORCISH:
  5862. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5863. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5864. break;
  5865. case SA_FORTUNE:
  5866. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5867. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5868. break;
  5869. case SA_TAMINGMONSTER:
  5870. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5871. if (sd && dstmd && pet_db(dstmd->mob_id)) {
  5872. pet_catch_process1(sd, dstmd->mob_id);
  5873. }
  5874. break;
  5875. case CR_PROVIDENCE:
  5876. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5877. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5878. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5879. map_freeblock_unlock();
  5880. return 1;
  5881. }
  5882. }
  5883. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5884. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5885. break;
  5886. case CG_MARIONETTE:
  5887. {
  5888. struct status_change* sc = status_get_sc(src);
  5889. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5890. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5891. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5892. map_freeblock_unlock();
  5893. return 1;
  5894. }
  5895. if( sc && tsc )
  5896. {
  5897. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5898. {
  5899. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5900. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5901. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5902. }
  5903. else
  5904. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5905. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5906. {
  5907. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5908. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5909. }
  5910. else
  5911. {
  5912. if( sd )
  5913. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5914. map_freeblock_unlock();
  5915. return 1;
  5916. }
  5917. }
  5918. }
  5919. break;
  5920. case RG_CLOSECONFINE:
  5921. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5922. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5923. break;
  5924. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5925. case SA_FROSTWEAPON:
  5926. case SA_LIGHTNINGLOADER:
  5927. case SA_SEISMICWEAPON:
  5928. if (dstsd && dstsd->status.weapon == W_FIST) {
  5929. if (sd)
  5930. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5931. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5932. break;
  5933. }
  5934. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5935. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  5936. if (dstsd){
  5937. short index = dstsd->equip_index[EQI_HAND_R];
  5938. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  5939. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  5940. }
  5941. if (sd)
  5942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5943. }
  5944. break;
  5945. case PR_ASPERSIO:
  5946. if (sd && dstmd) {
  5947. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5948. break;
  5949. }
  5950. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5951. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5952. break;
  5953. case ITEM_ENCHANTARMS:
  5954. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5955. sc_start2(src,bl,type,100,skill_lv,
  5956. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5957. break;
  5958. case TK_SEVENWIND:
  5959. switch(skill_get_ele(skill_id,skill_lv)) {
  5960. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5961. case ELE_WIND : type = SC_WINDWEAPON; break;
  5962. case ELE_WATER : type = SC_WATERWEAPON; break;
  5963. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5964. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5965. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5966. case ELE_HOLY : type = SC_ASPERSIO; break;
  5967. }
  5968. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5969. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5970. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5971. break;
  5972. case PR_KYRIE:
  5973. case MER_KYRIE:
  5974. case SU_TUNAPARTY:
  5975. case SU_GROOMING:
  5976. case SU_CHATTERING:
  5977. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5978. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5979. break;
  5980. //Passive Magnum, should had been casted on yourself.
  5981. case SM_MAGNUM:
  5982. case MS_MAGNUM:
  5983. skill_area_temp[1] = 0;
  5984. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5985. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5986. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5987. // Initiate 20% of your damage becomes fire element.
  5988. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5989. if( sd )
  5990. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5991. else if( bl->type == BL_MER )
  5992. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5993. break;
  5994. case TK_JUMPKICK:
  5995. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5996. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5997. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  5998. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5999. clif_blown(src);
  6000. }
  6001. } else
  6002. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6003. break;
  6004. case PR_BENEDICTIO:
  6005. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6006. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6007. break;
  6008. case AL_INCAGI:
  6009. case AL_BLESSING:
  6010. case MER_INCAGI:
  6011. case MER_BLESSING:
  6012. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6013. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6014. break;
  6015. }
  6016. case PR_SLOWPOISON:
  6017. case PR_IMPOSITIO:
  6018. case PR_LEXAETERNA:
  6019. case PR_SUFFRAGIUM:
  6020. case LK_BERSERK:
  6021. case MS_BERSERK:
  6022. case KN_TWOHANDQUICKEN:
  6023. case KN_ONEHAND:
  6024. case MER_QUICKEN:
  6025. case CR_SPEARQUICKEN:
  6026. case CR_REFLECTSHIELD:
  6027. case MS_REFLECTSHIELD:
  6028. case AS_POISONREACT:
  6029. case MC_LOUD:
  6030. case MG_ENERGYCOAT:
  6031. case MO_EXPLOSIONSPIRITS:
  6032. case MO_STEELBODY:
  6033. case MO_BLADESTOP:
  6034. case LK_AURABLADE:
  6035. case LK_PARRYING:
  6036. case MS_PARRYING:
  6037. case LK_CONCENTRATION:
  6038. case WS_CARTBOOST:
  6039. case SN_SIGHT:
  6040. case WS_MELTDOWN:
  6041. case WS_OVERTHRUSTMAX:
  6042. case ST_REJECTSWORD:
  6043. case HW_MAGICPOWER:
  6044. case PF_MEMORIZE:
  6045. case PA_SACRIFICE:
  6046. case ASC_EDP:
  6047. case PF_DOUBLECASTING:
  6048. case SG_SUN_COMFORT:
  6049. case SG_MOON_COMFORT:
  6050. case SG_STAR_COMFORT:
  6051. case GS_MADNESSCANCEL:
  6052. case GS_ADJUSTMENT:
  6053. case GS_INCREASING:
  6054. #ifdef RENEWAL
  6055. case GS_MAGICALBULLET:
  6056. #endif
  6057. case NJ_KASUMIKIRI:
  6058. case NJ_UTSUSEMI:
  6059. case NJ_NEN:
  6060. case NPC_DEFENDER:
  6061. case NPC_MAGICMIRROR:
  6062. case ST_PRESERVE:
  6063. case NPC_INVINCIBLE:
  6064. case NPC_INVINCIBLEOFF:
  6065. case RK_DEATHBOUND:
  6066. case AB_RENOVATIO:
  6067. case AB_EXPIATIO:
  6068. case AB_DUPLELIGHT:
  6069. case AB_SECRAMENT:
  6070. case AB_OFFERTORIUM:
  6071. case NC_ACCELERATION:
  6072. case NC_HOVERING:
  6073. case NC_SHAPESHIFT:
  6074. case WL_MARSHOFABYSS:
  6075. case WL_RECOGNIZEDSPELL:
  6076. case GC_VENOMIMPRESS:
  6077. case SC_DEADLYINFECT:
  6078. case LG_EXEEDBREAK:
  6079. case LG_PRESTIGE:
  6080. case SR_CRESCENTELBOW:
  6081. case SR_LIGHTNINGWALK:
  6082. case GN_CARTBOOST:
  6083. case KO_MEIKYOUSISUI:
  6084. case ALL_ODINS_POWER:
  6085. case ALL_FULL_THROTTLE:
  6086. case RA_UNLIMIT:
  6087. case WL_TELEKINESIS_INTENSE:
  6088. case RL_HEAT_BARREL:
  6089. case RL_P_ALTER:
  6090. case RL_E_CHAIN:
  6091. case SU_FRESHSHRIMP:
  6092. case SU_ARCLOUSEDASH:
  6093. case NPC_MAXPAIN:
  6094. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6095. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6096. break;
  6097. case NPC_HALLUCINATION:
  6098. case NPC_HELLPOWER:
  6099. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6100. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6101. break;
  6102. case KN_AUTOCOUNTER:
  6103. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6104. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6105. break;
  6106. case SO_STRIKING:
  6107. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6108. int bonus = 0;
  6109. if (dstsd) {
  6110. short index = dstsd->equip_index[EQI_HAND_R];
  6111. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6112. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  6113. }
  6114. if (sd)
  6115. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  6116. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  6117. } else if (sd)
  6118. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6119. break;
  6120. case NPC_STOP:
  6121. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6122. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6123. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6124. break;
  6125. case HP_ASSUMPTIO:
  6126. if( sd && dstmd )
  6127. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6128. else
  6129. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6130. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6131. break;
  6132. case MG_SIGHT:
  6133. case MER_SIGHT:
  6134. case AL_RUWACH:
  6135. case WZ_SIGHTBLASTER:
  6136. case NPC_WIDESIGHT:
  6137. case NPC_STONESKIN:
  6138. case NPC_ANTIMAGIC:
  6139. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6140. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6141. break;
  6142. case HLIF_AVOID:
  6143. case HAMI_DEFENCE:
  6144. i = skill_get_time(skill_id,skill_lv);
  6145. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  6146. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  6147. break;
  6148. case NJ_BUNSINJYUTSU:
  6149. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6150. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6151. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6152. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6153. break;
  6154. /* Was modified to only affect targetted char. [Skotlex]
  6155. case HP_ASSUMPTIO:
  6156. if (flag&1)
  6157. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6158. else
  6159. {
  6160. map_foreachinallrange(skill_area_sub, bl,
  6161. skill_get_splash(skill_id, skill_lv), BL_PC,
  6162. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6163. skill_castend_nodamage_id);
  6164. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6165. }
  6166. break;
  6167. */
  6168. case SM_ENDURE:
  6169. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6170. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6171. break;
  6172. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6173. if (sd && dstsd && dstsd->sc.count) {
  6174. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6175. dstsd->sc.data[SC_WATERWEAPON] ||
  6176. dstsd->sc.data[SC_WINDWEAPON] ||
  6177. dstsd->sc.data[SC_EARTHWEAPON] ||
  6178. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6179. dstsd->sc.data[SC_GHOSTWEAPON]
  6180. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6181. ) {
  6182. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6183. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6184. break;
  6185. }
  6186. }
  6187. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6188. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6189. break;
  6190. case LK_TENSIONRELAX:
  6191. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6192. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6193. skill_get_time(skill_id,skill_lv)));
  6194. break;
  6195. case MC_CHANGECART:
  6196. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6197. break;
  6198. case MC_CARTDECORATE:
  6199. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6200. if( sd ) {
  6201. clif_SelectCart(sd);
  6202. }
  6203. break;
  6204. case TK_MISSION:
  6205. if (sd) {
  6206. int id;
  6207. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6208. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6209. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6210. break;
  6211. }
  6212. id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level);
  6213. if (!id) {
  6214. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6215. break;
  6216. }
  6217. sd->mission_mobid = id;
  6218. sd->mission_count = 0;
  6219. pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id);
  6220. clif_mission_info(sd, id, 0);
  6221. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6222. }
  6223. break;
  6224. case AC_CONCENTRATION:
  6225. {
  6226. int splash = skill_get_splash(skill_id, skill_lv);
  6227. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6228. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6229. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6230. map_foreachinallrange( status_change_timer_sub, src,
  6231. splash, BL_CHAR, src, NULL, type, tick);
  6232. }
  6233. break;
  6234. case SM_PROVOKE:
  6235. case SM_SELFPROVOKE:
  6236. case MER_PROVOKE:
  6237. if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6238. map_freeblock_unlock();
  6239. return 1;
  6240. }
  6241. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6242. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  6243. {
  6244. if( sd )
  6245. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6246. map_freeblock_unlock();
  6247. return 0;
  6248. }
  6249. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6250. unit_skillcastcancel(bl, 2);
  6251. if( tsc && tsc->count )
  6252. {
  6253. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6254. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6255. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6256. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6257. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6258. }
  6259. if( dstmd )
  6260. {
  6261. dstmd->state.provoke_flag = src->id;
  6262. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6263. }
  6264. break;
  6265. case ML_DEVOTION:
  6266. case CR_DEVOTION:
  6267. {
  6268. int count, lv;
  6269. if( !dstsd || (!sd && !mer) )
  6270. { // Only players can be devoted
  6271. if( sd )
  6272. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6273. break;
  6274. }
  6275. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6276. lv = -lv;
  6277. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6278. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6279. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6280. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6281. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6282. {
  6283. if( sd )
  6284. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6285. map_freeblock_unlock();
  6286. return 1;
  6287. }
  6288. i = 0;
  6289. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6290. if( sd )
  6291. { // Player Devoting Player
  6292. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6293. if( i == count )
  6294. {
  6295. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6296. if( i == count )
  6297. { // No free slots, skill Fail
  6298. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6299. map_freeblock_unlock();
  6300. return 1;
  6301. }
  6302. }
  6303. sd->devotion[i] = bl->id;
  6304. }
  6305. else
  6306. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6307. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6308. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  6309. clif_devotion(src, NULL);
  6310. }
  6311. break;
  6312. case MO_CALLSPIRITS:
  6313. if(sd) {
  6314. int limit = skill_lv;
  6315. if( sd->sc.data[SC_RAISINGDRAGON] )
  6316. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6317. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6318. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6319. }
  6320. break;
  6321. case CH_SOULCOLLECT:
  6322. if(sd) {
  6323. int limit = 5;
  6324. if( sd->sc.data[SC_RAISINGDRAGON] )
  6325. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6326. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6327. for (i = 0; i < limit; i++)
  6328. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6329. }
  6330. break;
  6331. case MO_KITRANSLATION:
  6332. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6333. //Require will define how many spiritballs will be transferred
  6334. struct skill_condition require;
  6335. require = skill_get_requirement(sd,skill_id,skill_lv);
  6336. pc_delspiritball(sd,require.spiritball,0);
  6337. for (i = 0; i < require.spiritball; i++)
  6338. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6339. } else {
  6340. if(sd)
  6341. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6342. map_freeblock_unlock();
  6343. return 0;
  6344. }
  6345. break;
  6346. case TK_TURNKICK:
  6347. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6348. if (skill_area_temp[1] != bl->id) {
  6349. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6350. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6351. }
  6352. break;
  6353. case MO_ABSORBSPIRITS:
  6354. i = 0;
  6355. if (dstsd && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) &&
  6356. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6357. if (dstsd->spiritball > 0) {
  6358. i = dstsd->spiritball * 7;
  6359. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6360. }
  6361. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6362. i += dstsd->spiritcharm * 7;
  6363. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6364. }
  6365. } else if (dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6366. i = 2 * dstmd->level;
  6367. mob_target(dstmd,src,0);
  6368. }
  6369. if (i) status_heal(src, 0, i, 3);
  6370. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6371. break;
  6372. case AC_MAKINGARROW:
  6373. if(sd) {
  6374. clif_arrow_create_list(sd);
  6375. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6376. }
  6377. break;
  6378. case AM_PHARMACY:
  6379. if(sd) {
  6380. clif_skill_produce_mix_list(sd,skill_id,22);
  6381. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6382. }
  6383. break;
  6384. case SA_CREATECON:
  6385. if(sd) {
  6386. clif_elementalconverter_list(sd);
  6387. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6388. }
  6389. break;
  6390. case BS_HAMMERFALL:
  6391. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6392. break;
  6393. case RG_RAID:
  6394. skill_area_temp[1] = 0;
  6395. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6396. map_foreachinrange(skill_area_sub, bl,
  6397. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6398. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6399. skill_castend_damage_id);
  6400. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6401. break;
  6402. //List of self skills that give damage around caster
  6403. case ASC_METEORASSAULT:
  6404. case GS_SPREADATTACK:
  6405. case RK_STORMBLAST:
  6406. case NC_AXETORNADO:
  6407. case GC_COUNTERSLASH:
  6408. case SR_SKYNETBLOW:
  6409. case SR_RAMPAGEBLASTER:
  6410. case SR_HOWLINGOFLION:
  6411. case KO_HAPPOKUNAI:
  6412. case RL_FIREDANCE:
  6413. case RL_R_TRIP:
  6414. {
  6415. struct status_change *sc = status_get_sc(src);
  6416. int starget = BL_CHAR|BL_SKILL;
  6417. if (skill_id == SR_SKYNETBLOW && sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO)
  6418. flag |= 8;
  6419. if (skill_id == SR_HOWLINGOFLION)
  6420. starget = splash_target(src);
  6421. skill_area_temp[1] = 0;
  6422. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6423. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6424. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6425. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6426. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  6427. }
  6428. break;
  6429. case SR_WINDMILL:
  6430. case GN_CART_TORNADO:
  6431. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6432. case SR_EARTHSHAKER:
  6433. case NC_INFRAREDSCAN:
  6434. case NPC_EARTHQUAKE:
  6435. case NPC_VAMPIRE_GIFT:
  6436. case NPC_HELLJUDGEMENT:
  6437. case NPC_PULSESTRIKE:
  6438. case LG_MOONSLASHER:
  6439. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6440. break;
  6441. case KN_BRANDISHSPEAR:
  6442. case ML_BRANDISH:
  6443. {
  6444. skill_area_temp[1] = bl->id;
  6445. if(skill_lv >= 10)
  6446. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6447. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6448. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6449. skill_castend_damage_id);
  6450. if(skill_lv >= 7)
  6451. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6452. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6453. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6454. skill_castend_damage_id);
  6455. if(skill_lv >= 4)
  6456. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6457. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6458. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6459. skill_castend_damage_id);
  6460. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6461. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6462. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6463. skill_castend_damage_id);
  6464. }
  6465. break;
  6466. case WZ_SIGHTRASHER:
  6467. //Passive side of the attack.
  6468. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6469. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6470. map_foreachinshootrange(skill_area_sub,src,
  6471. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6472. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6473. skill_castend_damage_id);
  6474. break;
  6475. case WZ_FROSTNOVA:
  6476. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6477. skill_area_temp[1] = 0;
  6478. map_foreachinshootrange(skill_attack_area, src,
  6479. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6480. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6481. break;
  6482. case HVAN_EXPLOSION: //[orn]
  6483. case NPC_SELFDESTRUCTION:
  6484. //Self Destruction hits everyone in range (allies+enemies)
  6485. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6486. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6487. BCT_ENEMY:BCT_ALL;
  6488. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6489. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6490. map_foreachinshootrange(skill_area_sub, bl,
  6491. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6492. src, skill_id, skill_lv, tick, flag|i,
  6493. skill_castend_damage_id);
  6494. if(map_addblock(src)) {
  6495. map_freeblock_unlock();
  6496. return 1;
  6497. }
  6498. status_damage(src, src, sstatus->max_hp,0,0,1);
  6499. break;
  6500. case AL_ANGELUS:
  6501. case PR_MAGNIFICAT:
  6502. case PR_GLORIA:
  6503. case SN_WINDWALK:
  6504. case CASH_BLESSING:
  6505. case CASH_INCAGI:
  6506. case CASH_ASSUMPTIO:
  6507. case WM_FRIGG_SONG:
  6508. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6509. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6510. else if( sd )
  6511. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6512. break;
  6513. case MER_MAGNIFICAT:
  6514. if( mer != NULL )
  6515. {
  6516. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6517. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6518. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6519. else if( mer->master && !(flag&1) )
  6520. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6521. }
  6522. break;
  6523. case BS_ADRENALINE:
  6524. case BS_ADRENALINE2:
  6525. case BS_WEAPONPERFECT:
  6526. case BS_OVERTHRUST:
  6527. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6528. int weapontype = skill_get_weapontype(skill_id);
  6529. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6530. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6531. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6532. }
  6533. } else if (sd) {
  6534. party_foreachsamemap(skill_area_sub,
  6535. sd,skill_get_splash(skill_id, skill_lv),
  6536. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6537. skill_castend_nodamage_id);
  6538. }
  6539. break;
  6540. case BS_MAXIMIZE:
  6541. case NV_TRICKDEAD:
  6542. case CR_DEFENDER:
  6543. case ML_DEFENDER:
  6544. case CR_AUTOGUARD:
  6545. case ML_AUTOGUARD:
  6546. case TK_READYSTORM:
  6547. case TK_READYDOWN:
  6548. case TK_READYTURN:
  6549. case TK_READYCOUNTER:
  6550. case TK_DODGE:
  6551. case CR_SHRINK:
  6552. case SG_FUSION:
  6553. case GS_GATLINGFEVER:
  6554. if( tsce )
  6555. {
  6556. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6557. map_freeblock_unlock();
  6558. return 0;
  6559. }
  6560. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6561. break;
  6562. case SL_KAITE:
  6563. case SL_KAAHI:
  6564. case SL_KAIZEL:
  6565. case SL_KAUPE:
  6566. if (sd) {
  6567. if (!dstsd || !(
  6568. (&sd->sc && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6569. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6570. dstsd->status.char_id == sd->status.char_id ||
  6571. dstsd->status.char_id == sd->status.partner_id ||
  6572. dstsd->status.char_id == sd->status.child
  6573. )) {
  6574. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6576. break;
  6577. }
  6578. }
  6579. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6580. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6581. break;
  6582. case SM_AUTOBERSERK:
  6583. case MER_AUTOBERSERK:
  6584. if( tsce )
  6585. i = status_change_end(bl, type, INVALID_TIMER);
  6586. else
  6587. i = sc_start(src,bl,type,100,skill_lv,60000);
  6588. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6589. break;
  6590. case TF_HIDING:
  6591. case ST_CHASEWALK:
  6592. case KO_YAMIKUMO:
  6593. if (tsce)
  6594. {
  6595. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6596. map_freeblock_unlock();
  6597. return 0;
  6598. }
  6599. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6600. break;
  6601. case TK_RUN:
  6602. if (tsce)
  6603. {
  6604. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6605. map_freeblock_unlock();
  6606. return 0;
  6607. }
  6608. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6609. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6610. clif_walkok(sd); // So aegis has to resend the walk ok.
  6611. break;
  6612. case AS_CLOAKING:
  6613. case GC_CLOAKINGEXCEED:
  6614. case LG_FORCEOFVANGUARD:
  6615. case SC_REPRODUCE:
  6616. case SC_INVISIBILITY:
  6617. case RA_CAMOUFLAGE:
  6618. if (tsce) {
  6619. i = status_change_end(bl, type, INVALID_TIMER);
  6620. if( i )
  6621. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6622. else if( sd )
  6623. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6624. map_freeblock_unlock();
  6625. return 0;
  6626. }
  6627. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6628. if( i )
  6629. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6630. else if( sd )
  6631. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6632. break;
  6633. case BD_ADAPTATION:
  6634. if(tsc && tsc->data[SC_DANCING]){
  6635. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6636. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6637. }
  6638. break;
  6639. case BA_FROSTJOKER:
  6640. case DC_SCREAM:
  6641. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6642. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6643. if (md) {
  6644. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6645. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6646. char temp[70];
  6647. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6648. clif_disp_overhead(&md->bl,temp);
  6649. }
  6650. break;
  6651. case BA_PANGVOICE:
  6652. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6653. break;
  6654. case DC_WINKCHARM:
  6655. if( dstsd )
  6656. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6657. else
  6658. if( dstmd )
  6659. {
  6660. if( status_get_lv(src) > status_get_lv(bl)
  6661. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6662. && !status_has_mode(tstatus,MD_STATUS_IMMUNE) )
  6663. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6664. else
  6665. {
  6666. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6667. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6668. }
  6669. }
  6670. break;
  6671. case TF_STEAL:
  6672. if(sd) {
  6673. if(pc_steal_item(sd,bl,skill_lv))
  6674. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6675. else
  6676. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6677. }
  6678. break;
  6679. case RG_STEALCOIN:
  6680. if(sd) {
  6681. if(pc_steal_coin(sd,bl))
  6682. {
  6683. dstmd->state.provoke_flag = src->id;
  6684. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6685. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6686. }
  6687. else
  6688. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6689. }
  6690. break;
  6691. case MG_STONECURSE:
  6692. {
  6693. int brate = 0;
  6694. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  6695. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6696. break;
  6697. }
  6698. if(status_isimmune(bl) || !tsc)
  6699. break;
  6700. if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION])
  6701. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6702. if (tsc && tsc->data[type]) {
  6703. status_change_end(bl, type, INVALID_TIMER);
  6704. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6705. break;
  6706. }
  6707. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  6708. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  6709. skill_get_time2(skill_id,skill_lv)))
  6710. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6711. else if(sd) {
  6712. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6713. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6714. if (skill_lv > 5)
  6715. { // not to consume items
  6716. map_freeblock_unlock();
  6717. return 0;
  6718. }
  6719. }
  6720. }
  6721. break;
  6722. case NV_FIRSTAID:
  6723. clif_skill_nodamage(src,bl,skill_id,5,1);
  6724. status_heal(bl,5,0,0);
  6725. break;
  6726. case AL_CURE:
  6727. if(status_isimmune(bl)) {
  6728. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6729. break;
  6730. }
  6731. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6732. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6733. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6734. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  6735. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6736. break;
  6737. case TF_DETOXIFY:
  6738. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6739. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6740. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6741. break;
  6742. case PR_STRECOVERY:
  6743. if(status_isimmune(bl)) {
  6744. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6745. break;
  6746. }
  6747. if (tsc && tsc->opt1) {
  6748. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6749. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6750. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6751. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6752. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6753. }
  6754. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  6755. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6756. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6757. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6758. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6759. if(dstmd)
  6760. mob_unlocktarget(dstmd,tick);
  6761. break;
  6762. // Mercenary Supportive Skills
  6763. case MER_BENEDICTION:
  6764. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6765. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6766. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6767. break;
  6768. case MER_COMPRESS:
  6769. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6770. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6771. break;
  6772. case MER_MENTALCURE:
  6773. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6774. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6775. break;
  6776. case MER_RECUPERATE:
  6777. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6778. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6779. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6780. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6781. break;
  6782. case MER_REGAIN:
  6783. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6784. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6785. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6786. break;
  6787. case MER_TENDER:
  6788. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6789. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6790. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6791. break;
  6792. case MER_SCAPEGOAT:
  6793. if( mer && mer->master )
  6794. {
  6795. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6796. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6797. }
  6798. break;
  6799. case MER_ESTIMATION:
  6800. if( !mer )
  6801. break;
  6802. sd = mer->master;
  6803. case WZ_ESTIMATION:
  6804. if( sd == NULL )
  6805. break;
  6806. if( dstsd )
  6807. { // Fail on Players
  6808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6809. break;
  6810. }
  6811. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6812. clif_skill_estimation(sd, bl);
  6813. if( skill_id == MER_ESTIMATION )
  6814. sd = NULL;
  6815. break;
  6816. case BS_REPAIRWEAPON:
  6817. if(sd && dstsd)
  6818. clif_item_repair_list(sd,dstsd,skill_lv);
  6819. break;
  6820. case MC_IDENTIFY:
  6821. if(sd) {
  6822. clif_item_identify_list(sd);
  6823. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6824. map_freeblock_unlock();
  6825. return 1;
  6826. }
  6827. else { // consume sp only if succeeded
  6828. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6829. status_zap(src,0,req.sp);
  6830. }
  6831. }
  6832. break;
  6833. // Weapon Refining [Celest]
  6834. case WS_WEAPONREFINE:
  6835. if(sd)
  6836. clif_item_refine_list(sd);
  6837. break;
  6838. case MC_VENDING:
  6839. if(sd)
  6840. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6841. if ( !pc_can_give_items(sd) )
  6842. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6843. else {
  6844. sd->state.prevend = 1;
  6845. sd->state.workinprogress = WIP_DISABLE_ALL;
  6846. sd->vend_skill_lv = skill_lv;
  6847. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  6848. if (i < MAX_CART)
  6849. intif_storage_save(sd, &sd->cart);
  6850. else
  6851. clif_openvendingreq(sd,2+skill_lv);
  6852. }
  6853. }
  6854. break;
  6855. case AL_TELEPORT:
  6856. case ALL_ODINS_RECALL:
  6857. if(sd)
  6858. {
  6859. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6860. clif_skill_teleportmessage(sd,0);
  6861. break;
  6862. }
  6863. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6864. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6865. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6866. break;
  6867. }
  6868. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6869. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6870. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6871. {
  6872. if( skill_lv == 1 )
  6873. pc_randomwarp(sd,CLR_TELEPORT);
  6874. else
  6875. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6876. break;
  6877. }
  6878. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6879. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6880. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6881. else
  6882. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6883. } else
  6884. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6885. break;
  6886. case NPC_EXPULSION:
  6887. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6888. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6889. break;
  6890. case AL_HOLYWATER:
  6891. if(sd) {
  6892. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  6893. struct skill_unit* su;
  6894. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  6895. skill_delunit(su);
  6896. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6897. }
  6898. else
  6899. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6900. }
  6901. break;
  6902. case TF_PICKSTONE:
  6903. if(sd) {
  6904. unsigned char eflag;
  6905. struct item item_tmp;
  6906. struct block_list tbl;
  6907. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6908. memset(&item_tmp,0,sizeof(item_tmp));
  6909. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6910. item_tmp.nameid = ITEMID_STONE;
  6911. item_tmp.identify = 1;
  6912. tbl.id = 0;
  6913. // Commented because of duplicate animation [Lemongrass]
  6914. // At the moment this displays the pickup animation a second time
  6915. // If this is required in older clients, we need to add a version check here
  6916. //clif_takeitem(&sd->bl,&tbl);
  6917. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6918. if(eflag) {
  6919. clif_additem(sd,0,0,eflag);
  6920. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6921. }
  6922. }
  6923. break;
  6924. case ASC_CDP:
  6925. if(sd) {
  6926. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6927. skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a Poison Bottle.
  6928. }
  6929. break;
  6930. case RG_STRIPWEAPON:
  6931. case RG_STRIPSHIELD:
  6932. case RG_STRIPARMOR:
  6933. case RG_STRIPHELM:
  6934. case ST_FULLSTRIP:
  6935. case GC_WEAPONCRUSH:
  6936. case SC_STRIPACCESSARY: {
  6937. unsigned short location = 0;
  6938. int d = 0;
  6939. //Rate in percent
  6940. if ( skill_id == ST_FULLSTRIP ) {
  6941. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6942. } else if( skill_id == SC_STRIPACCESSARY ) {
  6943. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6944. } else {
  6945. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6946. }
  6947. if (i < 5) i = 5; //Minimum rate 5%
  6948. //Duration in ms
  6949. if( skill_id == GC_WEAPONCRUSH){
  6950. d = skill_get_time(skill_id,skill_lv);
  6951. if(bl->type == BL_PC)
  6952. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6953. else
  6954. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6955. }else
  6956. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6957. if (d < 0) d = 0; //Minimum duration 0ms
  6958. switch (skill_id) {
  6959. case RG_STRIPWEAPON:
  6960. case GC_WEAPONCRUSH:
  6961. location = EQP_WEAPON;
  6962. break;
  6963. case RG_STRIPSHIELD:
  6964. location = EQP_SHIELD;
  6965. break;
  6966. case RG_STRIPARMOR:
  6967. location = EQP_ARMOR;
  6968. break;
  6969. case RG_STRIPHELM:
  6970. location = EQP_HELM;
  6971. break;
  6972. case ST_FULLSTRIP:
  6973. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6974. break;
  6975. case SC_STRIPACCESSARY:
  6976. location = EQP_ACC;
  6977. break;
  6978. }
  6979. //Special message when trying to use strip on FCP [Jobbie]
  6980. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  6981. {
  6982. clif_gospel_info(sd, 0x28);
  6983. break;
  6984. }
  6985. //Attempts to strip at rate i and duration d
  6986. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6987. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6988. //Nothing stripped.
  6989. if( sd && !i )
  6990. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6991. break;
  6992. }
  6993. case AM_BERSERKPITCHER:
  6994. case AM_POTIONPITCHER:
  6995. {
  6996. int j,hp = 0,sp = 0;
  6997. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6998. map_freeblock_unlock();
  6999. return 1;
  7000. }
  7001. if( sd ) {
  7002. int x,bonus=100;
  7003. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7004. x = skill_lv%11 - 1;
  7005. j = pc_search_inventory(sd, require.itemid[x]);
  7006. if (j < 0 || require.itemid[x] <= 0) {
  7007. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7008. map_freeblock_unlock();
  7009. return 1;
  7010. }
  7011. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7013. map_freeblock_unlock();
  7014. return 1;
  7015. }
  7016. if( skill_id == AM_BERSERKPITCHER ) {
  7017. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7018. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7019. map_freeblock_unlock();
  7020. return 1;
  7021. }
  7022. }
  7023. potion_flag = 1;
  7024. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7025. potion_target = bl->id;
  7026. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7027. potion_flag = potion_target = 0;
  7028. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7029. bonus += sd->status.base_level;
  7030. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7031. hp = tstatus->max_hp * potion_per_hp / 100;
  7032. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7033. if( dstsd ) {
  7034. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7035. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7036. }
  7037. } else {
  7038. if( potion_hp > 0 ) {
  7039. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7040. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7041. if( dstsd )
  7042. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7043. }
  7044. if( potion_sp > 0 ) {
  7045. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7046. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7047. if( dstsd )
  7048. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7049. }
  7050. }
  7051. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  7052. hp += hp * bonus / 100;
  7053. sp += sp * bonus / 100;
  7054. }
  7055. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7056. hp += hp * j / 100;
  7057. sp += sp * j / 100;
  7058. }
  7059. } else {
  7060. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7061. switch (skill_lv) {
  7062. case 1: hp = 45; break;
  7063. case 2: hp = 105; break;
  7064. case 3: hp = 175; break;
  7065. default: hp = 325; break;
  7066. }
  7067. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7068. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7069. if( dstsd )
  7070. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7071. }
  7072. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7073. hp += hp * j / 100;
  7074. sp += sp * j / 100;
  7075. }
  7076. if (tsc && tsc->count) {
  7077. uint8 penalty = 0;
  7078. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7079. hp += hp / 10;
  7080. sp += sp / 10;
  7081. }
  7082. if (tsc->data[SC_CRITICALWOUND])
  7083. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7084. if (tsc->data[SC_DEATHHURT])
  7085. penalty += 20;
  7086. if (tsc->data[SC_NORECOVER_STATE])
  7087. penalty = 100;
  7088. if (penalty > 0) {
  7089. hp -= hp * penalty / 100;
  7090. sp -= sp * penalty / 100;
  7091. }
  7092. }
  7093. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7094. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7095. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7096. if( sp > 0 )
  7097. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7098. if (tsc) {
  7099. #ifdef RENEWAL
  7100. if (tsc->data[SC_EXTREMITYFIST2])
  7101. sp = 0;
  7102. #endif
  7103. if (tsc->data[SC_NORECOVER_STATE]) {
  7104. hp = 0;
  7105. sp = 0;
  7106. }
  7107. }
  7108. status_heal(bl,hp,sp,0);
  7109. }
  7110. break;
  7111. case AM_CP_WEAPON:
  7112. case AM_CP_SHIELD:
  7113. case AM_CP_ARMOR:
  7114. case AM_CP_HELM:
  7115. {
  7116. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7117. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7118. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7119. map_freeblock_unlock(); // Don't consume item requirements
  7120. return 0;
  7121. }
  7122. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7123. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7124. }
  7125. break;
  7126. case AM_TWILIGHT1:
  7127. if (sd) {
  7128. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7129. //Prepare 200 White Potions.
  7130. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7132. }
  7133. break;
  7134. case AM_TWILIGHT2:
  7135. if (sd) {
  7136. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7137. //Prepare 200 Slim White Potions.
  7138. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7139. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7140. }
  7141. break;
  7142. case AM_TWILIGHT3:
  7143. if (sd) {
  7144. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7145. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7146. if( ebottle >= 0 )
  7147. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7148. //check if you can produce all three, if not, then fail:
  7149. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7150. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7151. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7152. || ebottle < 200 //200 empty bottle are required at total.
  7153. ) {
  7154. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7155. break;
  7156. }
  7157. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7158. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7159. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7160. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7161. }
  7162. break;
  7163. case SA_DISPELL:
  7164. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7165. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  7166. break; // Outside PvP it should only affect party members and no skill fail message
  7167. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7168. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7169. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7170. || rnd()%100 >= 50+10*skill_lv)
  7171. {
  7172. if (sd)
  7173. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7174. break;
  7175. }
  7176. if(status_isimmune(bl))
  7177. break;
  7178. //Remove bonus_script by Dispell
  7179. if (dstsd)
  7180. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7181. if(!tsc || !tsc->count)
  7182. break;
  7183. for(i=0;i<SC_MAX;i++) {
  7184. if (!tsc->data[i])
  7185. continue;
  7186. switch (i) {
  7187. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7188. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7189. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7190. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7191. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7192. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7193. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7194. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7195. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7196. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7197. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7198. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7199. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7200. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7201. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7202. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7203. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7204. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7205. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7206. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7207. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7208. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7209. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7210. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7211. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7212. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7213. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7214. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7215. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7216. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7217. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7218. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7219. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7220. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7221. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7222. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7223. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7224. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7225. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7226. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7227. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7228. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7229. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7230. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7231. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7232. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7233. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7234. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7235. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7236. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7237. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7238. #ifdef RENEWAL
  7239. case SC_EXTREMITYFIST2:
  7240. #endif
  7241. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7242. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7243. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7244. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7245. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7246. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7247. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7248. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7249. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7250. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7251. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7252. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7253. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7254. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7255. // Clans
  7256. case SC_CLAN_INFO:
  7257. case SC_SWORDCLAN:
  7258. case SC_ARCWANDCLAN:
  7259. case SC_GOLDENMACECLAN:
  7260. case SC_CROSSBOWCLAN:
  7261. case SC_JUMPINGCLAN:
  7262. case SC_DAILYSENDMAILCNT:
  7263. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  7264. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  7265. continue;
  7266. case SC_WHISTLE:
  7267. case SC_ASSNCROS:
  7268. case SC_POEMBRAGI:
  7269. case SC_APPLEIDUN:
  7270. case SC_HUMMING:
  7271. case SC_DONTFORGETME:
  7272. case SC_FORTUNE:
  7273. case SC_SERVICE4U:
  7274. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7275. continue; //If in song area don't end it, even if config enabled
  7276. break;
  7277. case SC_ASSUMPTIO:
  7278. if( bl->type == BL_MOB )
  7279. continue;
  7280. break;
  7281. }
  7282. 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.
  7283. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7284. }
  7285. break;
  7286. }
  7287. //Affect all targets on splash area.
  7288. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7289. src, skill_id, skill_lv, tick, flag|1,
  7290. skill_castend_damage_id);
  7291. break;
  7292. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7293. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_DONT_SEND_PACKET));
  7294. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7295. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7296. break;
  7297. case TK_HIGHJUMP:
  7298. {
  7299. int x,y, dir = unit_getdir(src);
  7300. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7301. if( map[src->m].flag.noteleport &&
  7302. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  7303. ) {
  7304. x = src->x;
  7305. y = src->y;
  7306. } else if(dir%2) {
  7307. //Diagonal
  7308. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7309. y = src->y + diry[dir]*(skill_lv*4)/3;
  7310. } else {
  7311. x = src->x + dirx[dir]*skill_lv*2;
  7312. y = src->y + diry[dir]*skill_lv*2;
  7313. }
  7314. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7315. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  7316. clif_blown(src);
  7317. }
  7318. break;
  7319. case SA_CASTCANCEL:
  7320. case SO_SPELLFIST:
  7321. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7322. unit_skillcastcancel(src,1);
  7323. if(sd) {
  7324. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7325. if( skill_id == SO_SPELLFIST ){
  7326. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  7327. sd->skill_id_old = sd->skill_lv_old = 0;
  7328. break;
  7329. }
  7330. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7331. if(sp < 0) sp = 0;
  7332. status_zap(src, 0, sp);
  7333. }
  7334. break;
  7335. case SA_SPELLBREAKER:
  7336. {
  7337. int sp;
  7338. if(tsc && tsc->data[SC_MAGICROD]) {
  7339. sp = skill_get_sp(skill_id,skill_lv);
  7340. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7341. if(sp < 1) sp = 1;
  7342. status_heal(bl,0,sp,2);
  7343. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7344. } else {
  7345. struct unit_data *ud = unit_bl2ud(bl);
  7346. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7347. if (!ud || ud->skilltimer == INVALID_TIMER)
  7348. break; //Nothing to cancel.
  7349. bl_skill_id = ud->skill_id;
  7350. bl_skill_lv = ud->skill_lv;
  7351. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7352. if (rnd()%100 < 90)
  7353. {
  7354. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7355. break;
  7356. }
  7357. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7358. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7359. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7360. unit_skillcastcancel(bl,0);
  7361. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7362. status_zap(bl, hp, sp);
  7363. if (hp && skill_lv >= 5)
  7364. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7365. else
  7366. hp = 0;
  7367. if (sp) //Recover some of the SP used
  7368. sp = sp*(25*(skill_lv-1))/100;
  7369. if(hp || sp)
  7370. status_heal(src, hp, sp, 2);
  7371. }
  7372. }
  7373. break;
  7374. case SA_MAGICROD:
  7375. #ifdef RENEWAL
  7376. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7377. #endif
  7378. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7379. break;
  7380. case SA_AUTOSPELL:
  7381. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7382. if (sd) {
  7383. sd->state.workinprogress = WIP_DISABLE_ALL;
  7384. clif_autospell(sd,skill_lv);
  7385. } else {
  7386. int maxlv=1,spellid=0;
  7387. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7388. if(skill_lv >= 10) {
  7389. spellid = MG_FROSTDIVER;
  7390. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7391. // maxlv = 10;
  7392. // else
  7393. maxlv = skill_lv - 9;
  7394. }
  7395. else if(skill_lv >=8) {
  7396. spellid = MG_FIREBALL;
  7397. maxlv = skill_lv - 7;
  7398. }
  7399. else if(skill_lv >=5) {
  7400. spellid = MG_SOULSTRIKE;
  7401. maxlv = skill_lv - 4;
  7402. }
  7403. else if(skill_lv >=2) {
  7404. int i_rnd = rnd()%3;
  7405. spellid = spellarray[i_rnd];
  7406. maxlv = skill_lv - 1;
  7407. }
  7408. else if(skill_lv > 0) {
  7409. spellid = MG_NAPALMBEAT;
  7410. maxlv = 3;
  7411. }
  7412. if(spellid > 0)
  7413. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7414. skill_get_time(SA_AUTOSPELL,skill_lv));
  7415. }
  7416. break;
  7417. case BS_GREED:
  7418. if(sd){
  7419. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7420. map_foreachinallrange(skill_greed,bl,
  7421. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7422. }
  7423. break;
  7424. case SA_ELEMENTWATER:
  7425. case SA_ELEMENTFIRE:
  7426. case SA_ELEMENTGROUND:
  7427. case SA_ELEMENTWIND:
  7428. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
  7429. break;
  7430. case NPC_ATTRICHANGE:
  7431. case NPC_CHANGEWATER:
  7432. case NPC_CHANGEGROUND:
  7433. case NPC_CHANGEFIRE:
  7434. case NPC_CHANGEWIND:
  7435. case NPC_CHANGEPOISON:
  7436. case NPC_CHANGEHOLY:
  7437. case NPC_CHANGEDARKNESS:
  7438. case NPC_CHANGETELEKINESIS:
  7439. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7440. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7441. skill_get_time(skill_id, skill_lv)));
  7442. break;
  7443. case NPC_CHANGEUNDEAD:
  7444. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7445. //TO-DO This is ugly, fix it
  7446. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7447. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7448. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7449. skill_get_time(skill_id, skill_lv)));
  7450. break;
  7451. case NPC_PROVOCATION:
  7452. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7453. if (md) mob_unlocktarget(md, tick);
  7454. break;
  7455. case NPC_KEEPING:
  7456. case NPC_BARRIER:
  7457. {
  7458. int skill_time = skill_get_time(skill_id,skill_lv);
  7459. struct unit_data *ud = unit_bl2ud(bl);
  7460. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7461. sc_start(src,bl,type,100,skill_lv,skill_time))
  7462. && ud) { //Disable attacking/acting/moving for skill's duration.
  7463. ud->attackabletime =
  7464. ud->canact_tick =
  7465. ud->canmove_tick = tick + skill_time;
  7466. }
  7467. }
  7468. break;
  7469. case NPC_REBIRTH:
  7470. if( md && md->state.rebirth )
  7471. break; // only works once
  7472. sc_start(src,bl,type,100,skill_lv,-1);
  7473. break;
  7474. case NPC_DARKBLESSING:
  7475. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7476. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7477. break;
  7478. case NPC_LICK:
  7479. status_zap(bl, 0, 100);
  7480. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7481. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7482. break;
  7483. case NPC_SUICIDE:
  7484. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7485. status_kill(src); //When suiciding, neither exp nor drops is given.
  7486. break;
  7487. case NPC_SUMMONSLAVE:
  7488. case NPC_SUMMONMONSTER:
  7489. case NPC_DEATHSUMMON:
  7490. if(md && md->skill_idx >= 0)
  7491. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7492. break;
  7493. case NPC_CALLSLAVE:
  7494. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7495. break;
  7496. case NPC_RANDOMMOVE:
  7497. if (md) {
  7498. md->next_walktime = tick - 1;
  7499. mob_randomwalk(md,tick);
  7500. }
  7501. break;
  7502. case NPC_SPEEDUP:
  7503. {
  7504. // or does it increase casting rate? just a guess xD
  7505. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7506. if (i_type > SC_ASPDPOTION3)
  7507. i_type = SC_ASPDPOTION3;
  7508. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7509. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7510. }
  7511. break;
  7512. case NPC_REVENGE:
  7513. // not really needed... but adding here anyway ^^
  7514. if (md && md->master_id > 0) {
  7515. struct block_list *mbl, *tbl;
  7516. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7517. (tbl = battle_gettargeted(mbl)) == NULL)
  7518. break;
  7519. md->state.provoke_flag = tbl->id;
  7520. mob_target(md, tbl, sstatus->rhw.range);
  7521. }
  7522. break;
  7523. case NPC_RUN:
  7524. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7525. mob_unlocktarget(md, tick);
  7526. break;
  7527. case NPC_TRANSFORMATION:
  7528. case NPC_METAMORPHOSIS:
  7529. if(md && md->skill_idx >= 0) {
  7530. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7531. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7532. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7533. if (class_) mob_class_change(md, class_);
  7534. }
  7535. break;
  7536. case NPC_EMOTION_ON:
  7537. case NPC_EMOTION:
  7538. //val[0] is the emotion to use.
  7539. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7540. //val[1] 'sets' the mode
  7541. //val[2] adds to the current mode
  7542. //val[3] removes from the current mode
  7543. //val[4] if set, asks to delete the previous mode change.
  7544. if(md && md->skill_idx >= 0 && tsc)
  7545. {
  7546. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7547. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7548. status_change_end(bl, type, INVALID_TIMER);
  7549. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7550. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7551. mob_unlocktarget(md,tick);
  7552. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7553. sc_start4(src,src, type, 100, skill_lv,
  7554. md->db->skill[md->skill_idx].val[1],
  7555. md->db->skill[md->skill_idx].val[2],
  7556. md->db->skill[md->skill_idx].val[3],
  7557. skill_get_time(skill_id, skill_lv));
  7558. //Reset aggressive state depending on resulting mode
  7559. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  7560. }
  7561. break;
  7562. case NPC_POWERUP:
  7563. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7564. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7565. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7566. break;
  7567. case NPC_AGIUP:
  7568. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7569. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7570. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7571. break;
  7572. case NPC_INVISIBLE:
  7573. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7574. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7575. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7576. break;
  7577. case NPC_SIEGEMODE:
  7578. // not sure what it does
  7579. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7580. break;
  7581. case WE_MALE: {
  7582. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  7583. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  7584. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7585. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7586. }
  7587. }
  7588. break;
  7589. case WE_FEMALE: {
  7590. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  7591. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  7592. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7593. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7594. }
  7595. }
  7596. break;
  7597. // parent-baby skills
  7598. case WE_BABY:
  7599. if(sd){
  7600. struct map_session_data *f_sd = pc_get_father(sd);
  7601. struct map_session_data *m_sd = pc_get_mother(sd);
  7602. if( (!f_sd && !m_sd) // if neither was found
  7603. || (sd->status.party_id != 0 && //not in same party
  7604. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7605. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7606. ))
  7607. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7608. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7609. ) {
  7610. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7611. map_freeblock_unlock();
  7612. return 0;
  7613. }
  7614. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7615. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7616. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7617. }
  7618. break;
  7619. case WE_CALLALLFAMILY:
  7620. if (sd) {
  7621. struct map_session_data *p_sd = pc_get_partner(sd);
  7622. struct map_session_data *c_sd = pc_get_child(sd);
  7623. if (!p_sd && !c_sd) { // Fail if no family members are found
  7624. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7625. map_freeblock_unlock();
  7626. return 1;
  7627. }
  7628. // Partner must be on the same map and in same party
  7629. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  7630. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  7631. // Child must be on the same map and in same party as the parent casting
  7632. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  7633. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  7634. }
  7635. break;
  7636. case WE_ONEFOREVER:
  7637. if (sd) {
  7638. struct map_session_data *p_sd = pc_get_partner(sd);
  7639. struct map_session_data *c_sd = pc_get_child(sd);
  7640. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  7641. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7642. map_freeblock_unlock();
  7643. return 1;
  7644. }
  7645. if ((map_flag_gvg2(bl->m) || map[bl->m].flag.battleground)) { // No reviving in WoE grounds!
  7646. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7647. break;
  7648. }
  7649. if (status_isdead(bl)) {
  7650. int per = 30, sper = 0;
  7651. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  7652. break;
  7653. if (tsc && tsc->data[SC_HELLPOWER])
  7654. break;
  7655. if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
  7656. break;
  7657. if (dstsd->special_state.restart_full_recover)
  7658. per = sper = 100;
  7659. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  7660. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7661. }
  7662. }
  7663. break;
  7664. case WE_CHEERUP:
  7665. if (sd) {
  7666. struct map_session_data *f_sd = pc_get_father(sd);
  7667. struct map_session_data *m_sd = pc_get_mother(sd);
  7668. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  7669. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7670. map_freeblock_unlock();
  7671. return 1;
  7672. }
  7673. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  7674. if (dstsd == f_sd || dstsd == m_sd)
  7675. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7676. } else
  7677. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  7678. }
  7679. break;
  7680. case PF_HPCONVERSION:
  7681. {
  7682. int hp, sp;
  7683. hp = sstatus->max_hp/10;
  7684. sp = hp * 10 * skill_lv / 100;
  7685. if (!status_charge(src,hp,0)) {
  7686. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7687. break;
  7688. }
  7689. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7690. status_heal(bl,0,sp,2);
  7691. }
  7692. break;
  7693. case MA_REMOVETRAP:
  7694. case HT_REMOVETRAP:
  7695. {
  7696. struct skill_unit* su;
  7697. struct skill_unit_group* sg = NULL;
  7698. su = BL_CAST(BL_SKILL, bl);
  7699. // Mercenaries can remove any trap
  7700. // Players can only remove their own traps or traps on Vs maps.
  7701. 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) )
  7702. {
  7703. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7704. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7705. { // prevent picking up expired traps
  7706. if( battle_config.skill_removetrap_type )
  7707. { // get back all items used to deploy the trap
  7708. for( i = 0; i < 10; i++ )
  7709. {
  7710. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7711. {
  7712. int flag2;
  7713. struct item item_tmp;
  7714. memset(&item_tmp,0,sizeof(item_tmp));
  7715. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7716. item_tmp.identify = 1;
  7717. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7718. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7719. clif_additem(sd,0,0,flag2);
  7720. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7721. }
  7722. }
  7723. }
  7724. }
  7725. else
  7726. { // get back 1 trap
  7727. struct item item_tmp;
  7728. memset(&item_tmp,0,sizeof(item_tmp));
  7729. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7730. item_tmp.identify = 1;
  7731. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7732. {
  7733. clif_additem(sd,0,0,flag);
  7734. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7735. }
  7736. }
  7737. }
  7738. skill_delunit(su);
  7739. }else if(sd)
  7740. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7741. }
  7742. break;
  7743. case HT_SPRINGTRAP:
  7744. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7745. {
  7746. struct skill_unit *su=NULL;
  7747. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7748. switch(su->group->unit_id){
  7749. case UNT_ANKLESNARE: // ankle snare
  7750. if (su->group->val2 != 0)
  7751. // if it is already trapping something don't spring it,
  7752. // remove trap should be used instead
  7753. break;
  7754. // otherwise fallthrough to below
  7755. case UNT_BLASTMINE:
  7756. case UNT_SKIDTRAP:
  7757. case UNT_LANDMINE:
  7758. case UNT_SHOCKWAVE:
  7759. case UNT_SANDMAN:
  7760. case UNT_FLASHER:
  7761. case UNT_FREEZINGTRAP:
  7762. case UNT_CLAYMORETRAP:
  7763. case UNT_TALKIEBOX:
  7764. su->group->unit_id = UNT_USED_TRAPS;
  7765. clif_changetraplook(bl, UNT_USED_TRAPS);
  7766. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7767. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7768. }
  7769. }
  7770. }
  7771. break;
  7772. case BD_ENCORE:
  7773. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7774. if(sd)
  7775. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7776. break;
  7777. case AS_SPLASHER:
  7778. if( status_has_mode(tstatus,MD_STATUS_IMMUNE)
  7779. // Renewal dropped the 3/4 hp requirement
  7780. #ifndef RENEWAL
  7781. || tstatus-> hp > tstatus->max_hp*3/4
  7782. #endif
  7783. ) {
  7784. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7785. map_freeblock_unlock();
  7786. return 1;
  7787. }
  7788. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7789. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7790. #ifndef RENEWAL
  7791. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7792. #endif
  7793. break;
  7794. case PF_MINDBREAKER:
  7795. {
  7796. if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  7797. map_freeblock_unlock();
  7798. return 1;
  7799. }
  7800. if (tsce)
  7801. { //HelloKitty2 (?) explained that this silently fails when target is
  7802. //already inflicted. [Skotlex]
  7803. map_freeblock_unlock();
  7804. return 1;
  7805. }
  7806. //Has a 55% + skill_lv*5% success chance.
  7807. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7808. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7809. {
  7810. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7811. map_freeblock_unlock();
  7812. return 0;
  7813. }
  7814. unit_skillcastcancel(bl,0);
  7815. if(tsc && tsc->count){
  7816. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7817. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7818. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7819. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7820. }
  7821. if (dstmd)
  7822. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7823. }
  7824. break;
  7825. case PF_SOULCHANGE:
  7826. {
  7827. unsigned int sp1 = 0, sp2 = 0;
  7828. if (dstmd) {
  7829. if (dstmd->state.soul_change_flag) {
  7830. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7831. break;
  7832. }
  7833. dstmd->state.soul_change_flag = 1;
  7834. sp2 = sstatus->max_sp * 3 /100;
  7835. status_heal(src, 0, sp2, 2);
  7836. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7837. break;
  7838. }
  7839. sp1 = sstatus->sp;
  7840. sp2 = tstatus->sp;
  7841. #ifdef RENEWAL
  7842. sp1 = sp1 / 2;
  7843. sp2 = sp2 / 2;
  7844. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  7845. sp1 = tstatus->sp;
  7846. #endif
  7847. if (tsc && tsc->data[SC_NORECOVER_STATE])
  7848. sp1 = tstatus->sp;
  7849. status_set_sp(src, sp2, 3);
  7850. status_set_sp(bl, sp1, 3);
  7851. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7852. }
  7853. break;
  7854. // Slim Pitcher
  7855. case CR_SLIMPITCHER:
  7856. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7857. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  7858. break;
  7859. if (potion_hp || potion_sp) {
  7860. int hp = potion_hp, sp = potion_sp;
  7861. hp = hp * (100 + (tstatus->vit<<1))/100;
  7862. sp = sp * (100 + (tstatus->int_<<1))/100;
  7863. if (dstsd) {
  7864. if (hp)
  7865. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7866. if (sp)
  7867. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7868. }
  7869. if (tsc && tsc->count) {
  7870. uint8 penalty = 0;
  7871. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7872. hp += hp / 10;
  7873. sp += sp / 10;
  7874. }
  7875. if (tsc->data[SC_CRITICALWOUND])
  7876. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7877. if (tsc->data[SC_DEATHHURT])
  7878. penalty += 20;
  7879. if (tsc->data[SC_NORECOVER_STATE])
  7880. penalty = 100;
  7881. if (penalty > 0) {
  7882. hp -= hp * penalty / 100;
  7883. sp -= sp * penalty / 100;
  7884. }
  7885. }
  7886. if(hp > 0)
  7887. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7888. if(sp > 0)
  7889. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7890. status_heal(bl,hp,sp,0);
  7891. }
  7892. break;
  7893. // Full Chemical Protection
  7894. case CR_FULLPROTECTION:
  7895. {
  7896. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7897. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7898. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7899. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7900. continue;
  7901. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7902. s++;
  7903. }
  7904. if( sd && !s ){
  7905. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7906. map_freeblock_unlock(); // Don't consume item requirements
  7907. return 0;
  7908. }
  7909. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7910. }
  7911. break;
  7912. case RG_CLEANER: //AppleGirl
  7913. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7914. break;
  7915. case CG_LONGINGFREEDOM:
  7916. {
  7917. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7918. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7919. {
  7920. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7921. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7922. }
  7923. }
  7924. break;
  7925. case CG_TAROTCARD:
  7926. {
  7927. int card = -1;
  7928. if (tsc && tsc->data[SC_TAROTCARD]) {
  7929. //Target currently has the SUN tarot card effect and is immune to any other effect
  7930. map_freeblock_unlock();
  7931. return 0;
  7932. }
  7933. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7934. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  7935. if( sd )
  7936. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7937. map_freeblock_unlock();
  7938. return 0;
  7939. }
  7940. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7941. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  7942. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  7943. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7944. }
  7945. break;
  7946. case SL_ALCHEMIST:
  7947. case SL_ASSASIN:
  7948. case SL_BARDDANCER:
  7949. case SL_BLACKSMITH:
  7950. case SL_CRUSADER:
  7951. case SL_HUNTER:
  7952. case SL_KNIGHT:
  7953. case SL_MONK:
  7954. case SL_PRIEST:
  7955. case SL_ROGUE:
  7956. case SL_SAGE:
  7957. case SL_SOULLINKER:
  7958. case SL_STAR:
  7959. case SL_SUPERNOVICE:
  7960. case SL_WIZARD:
  7961. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7962. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7963. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7964. break;
  7965. }
  7966. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7967. { //Erase death count 1% of the casts
  7968. dstsd->die_counter = 0;
  7969. pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0);
  7970. clif_specialeffect(bl, EF_ANGEL2, AREA);
  7971. //SC_SPIRIT invokes status_calc_pc for us.
  7972. }
  7973. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7974. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7975. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7976. break;
  7977. case SL_HIGH:
  7978. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7979. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7980. break;
  7981. }
  7982. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7983. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7984. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7985. break;
  7986. case SL_SWOO:
  7987. if (tsce) {
  7988. if(sd)
  7989. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7990. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7991. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7992. break;
  7993. }
  7994. case SL_SKA: // [marquis007]
  7995. case SL_SKE:
  7996. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7997. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7998. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7999. break;
  8000. }
  8001. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8002. if (skill_id == SL_SKE)
  8003. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8004. break;
  8005. // New guild skills [Celest]
  8006. case GD_BATTLEORDER:
  8007. if(flag&1) {
  8008. if (status_get_guild_id(src) == status_get_guild_id(bl))
  8009. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8010. } else if (status_get_guild_id(src)) {
  8011. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8012. map_foreachinallrange(skill_area_sub, src,
  8013. skill_get_splash(skill_id, skill_lv), BL_PC,
  8014. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8015. skill_castend_nodamage_id);
  8016. if (sd)
  8017. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8018. }
  8019. break;
  8020. case GD_REGENERATION:
  8021. if(flag&1) {
  8022. if (status_get_guild_id(src) == status_get_guild_id(bl))
  8023. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8024. } else if (status_get_guild_id(src)) {
  8025. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8026. map_foreachinallrange(skill_area_sub, src,
  8027. skill_get_splash(skill_id, skill_lv), BL_PC,
  8028. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8029. skill_castend_nodamage_id);
  8030. if (sd)
  8031. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8032. }
  8033. break;
  8034. case GD_RESTORE:
  8035. if(flag&1) {
  8036. if (status_get_guild_id(src) == status_get_guild_id(bl))
  8037. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8038. } else if (status_get_guild_id(src)) {
  8039. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8040. map_foreachinallrange(skill_area_sub, src,
  8041. skill_get_splash(skill_id, skill_lv), BL_PC,
  8042. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8043. skill_castend_nodamage_id);
  8044. if (sd)
  8045. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8046. }
  8047. break;
  8048. case GD_EMERGENCYCALL:
  8049. case GD_ITEMEMERGENCYCALL:
  8050. {
  8051. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8052. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8053. uint8 j = 0, calls = 0, called = 0;
  8054. struct guild *g;
  8055. // i don't know if it actually summons in a circle, but oh well. ;P
  8056. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8057. if (!g)
  8058. break;
  8059. if (skill_id == GD_ITEMEMERGENCYCALL)
  8060. switch (skill_lv) {
  8061. case 1: calls = 7; break;
  8062. case 2: calls = 12; break;
  8063. case 3: calls = 20; break;
  8064. default: calls = 0; break;
  8065. }
  8066. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8067. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8068. if (j > 8)
  8069. j = 0;
  8070. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8071. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  8072. continue;
  8073. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8074. continue;
  8075. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8076. dx[j] = dy[j] = 0;
  8077. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8078. called++;
  8079. }
  8080. }
  8081. if (sd)
  8082. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8083. }
  8084. break;
  8085. case SG_FEEL:
  8086. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8087. if (sd) {
  8088. if(!sd->feel_map[skill_lv-1].index)
  8089. clif_feel_req(sd->fd,sd, skill_lv);
  8090. else
  8091. clif_feel_info(sd, skill_lv-1, 1);
  8092. }
  8093. break;
  8094. case SG_HATE:
  8095. if (sd) {
  8096. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8097. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8098. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8099. }
  8100. break;
  8101. case GS_GLITTERING:
  8102. if(sd) {
  8103. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8104. if(rnd()%100 < (20+10*skill_lv))
  8105. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8106. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8107. pc_delspiritball(sd,1,0);
  8108. }
  8109. break;
  8110. case GS_CRACKER:
  8111. /* per official standards, this skill works on players and mobs. */
  8112. if (sd && (dstsd || dstmd))
  8113. {
  8114. i =65 -5*distance_bl(src,bl); //Base rate
  8115. if (i < 30) i = 30;
  8116. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8117. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8118. }
  8119. break;
  8120. case AM_CALLHOMUN: //[orn]
  8121. if (sd && !hom_call(sd))
  8122. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8123. break;
  8124. case AM_REST:
  8125. if (sd) {
  8126. if (hom_vaporize(sd,HOM_ST_REST))
  8127. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8128. else
  8129. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8130. }
  8131. break;
  8132. case HAMI_CASTLE: //[orn]
  8133. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8134. int x = src->x, y = src->y;
  8135. if (hd)
  8136. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8137. // Move source
  8138. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8139. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8140. clif_blown(src);
  8141. // Move target
  8142. if (unit_movepos(bl,x,y,0,0)) {
  8143. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8144. clif_blown(bl);
  8145. }
  8146. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8147. }
  8148. }
  8149. else if (hd && hd->master) // Failed
  8150. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8151. else if (sd)
  8152. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8153. break;
  8154. case HVAN_CHAOTIC: //[orn]
  8155. {
  8156. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8157. int r = rnd()%100;
  8158. i = (skill_lv-1)%5;
  8159. if(r<per[i][0]) //Self
  8160. bl = src;
  8161. else if(r<per[i][1]) //Master
  8162. bl = battle_get_master(src);
  8163. else //Enemy
  8164. bl = map_id2bl(battle_gettarget(src));
  8165. if (!bl) bl = src;
  8166. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8167. //Eh? why double skill packet?
  8168. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8169. clif_skill_nodamage(src,bl,skill_id,i,1);
  8170. status_heal(bl, i, 0, 0);
  8171. }
  8172. break;
  8173. //Homun single-target support skills [orn]
  8174. case HAMI_BLOODLUST:
  8175. case HFLI_FLEET:
  8176. case HFLI_SPEED:
  8177. case HLIF_CHANGE:
  8178. case MH_ANGRIFFS_MODUS:
  8179. case MH_GOLDENE_FERSE:
  8180. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8181. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8182. if (hd)
  8183. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8184. break;
  8185. case NPC_DRAGONFEAR:
  8186. if (flag&1) {
  8187. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8188. int j;
  8189. j = i = rnd()%ARRAYLENGTH(sc);
  8190. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8191. i++;
  8192. if ( i == ARRAYLENGTH(sc) )
  8193. i = 0;
  8194. if (i == j)
  8195. break;
  8196. }
  8197. break;
  8198. }
  8199. case NPC_WIDEBLEEDING:
  8200. case NPC_WIDECONFUSE:
  8201. case NPC_WIDECURSE:
  8202. case NPC_WIDEFREEZE:
  8203. case NPC_WIDESLEEP:
  8204. case NPC_WIDESILENCE:
  8205. case NPC_WIDESTONE:
  8206. case NPC_WIDESTUN:
  8207. case NPC_SLOWCAST:
  8208. case NPC_WIDEHELLDIGNITY:
  8209. case NPC_WIDEHEALTHFEAR:
  8210. case NPC_WIDEBODYBURNNING:
  8211. case NPC_WIDEFROSTMISTY:
  8212. case NPC_WIDECOLD:
  8213. case NPC_WIDE_DEEP_SLEEP:
  8214. case NPC_WIDESIREN:
  8215. if (flag&1){
  8216. switch ( type ) {
  8217. case SC_BURNING:
  8218. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8219. break;
  8220. case SC_VOICEOFSIREN:
  8221. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8222. break;
  8223. default:
  8224. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8225. }
  8226. }
  8227. else {
  8228. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8229. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8230. map_foreachinallrange(skill_area_sub, bl,
  8231. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8232. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8233. skill_castend_nodamage_id);
  8234. }
  8235. break;
  8236. case NPC_WIDESOULDRAIN:
  8237. if (flag&1)
  8238. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8239. else {
  8240. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8241. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8242. map_foreachinallrange(skill_area_sub, bl,
  8243. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8244. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8245. skill_castend_nodamage_id);
  8246. }
  8247. break;
  8248. case ALL_PARTYFLEE:
  8249. if( sd && !(flag&1) ) {
  8250. if( !sd->status.party_id ) {
  8251. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8252. break;
  8253. }
  8254. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8255. } else
  8256. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8257. break;
  8258. case NPC_TALK:
  8259. case ALL_WEWISH:
  8260. case ALL_CATCRY:
  8261. case ALL_DREAM_SUMMERNIGHT:
  8262. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8263. break;
  8264. case ALL_BUYING_STORE:
  8265. if( sd )
  8266. {// players only, skill allows 5 buying slots
  8267. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8268. }
  8269. break;
  8270. case RK_ENCHANTBLADE:
  8271. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8272. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/150+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  8273. break;
  8274. case RK_DRAGONHOWLING:
  8275. if( flag&1)
  8276. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8277. else
  8278. {
  8279. skill_area_temp[2] = 0;
  8280. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8281. map_foreachinallrange(skill_area_sub, src,
  8282. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8283. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8284. skill_castend_nodamage_id);
  8285. }
  8286. break;
  8287. case RK_IGNITIONBREAK:
  8288. case LG_EARTHDRIVE:
  8289. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8290. i = skill_get_splash(skill_id,skill_lv);
  8291. if( skill_id == LG_EARTHDRIVE ) {
  8292. int dummy = 1;
  8293. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8294. }
  8295. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  8296. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8297. break;
  8298. case RK_GIANTGROWTH:
  8299. case RK_STONEHARDSKIN:
  8300. case RK_VITALITYACTIVATION:
  8301. case RK_ABUNDANCE:
  8302. case RK_CRUSHSTRIKE:
  8303. case RK_REFRESH:
  8304. case RK_MILLENNIUMSHIELD:
  8305. if (sd) {
  8306. uint8 rune_level = 1; // RK_GIANTGROWTH
  8307. if (skill_id == RK_VITALITYACTIVATION)
  8308. rune_level = 2;
  8309. else if (skill_id == RK_STONEHARDSKIN)
  8310. rune_level = 4;
  8311. else if (skill_id == RK_ABUNDANCE)
  8312. rune_level = 6;
  8313. else if (skill_id == RK_CRUSHSTRIKE)
  8314. rune_level = 7;
  8315. else if (skill_id == RK_REFRESH)
  8316. rune_level = 8;
  8317. else if (skill_id == RK_MILLENNIUMSHIELD)
  8318. rune_level = 9;
  8319. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8320. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8321. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8322. else if (skill_id == RK_STONEHARDSKIN)
  8323. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8324. } else
  8325. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8326. }
  8327. break;
  8328. case RK_FIGHTINGSPIRIT: {
  8329. // val1: ATKBonus: Caster: 70 + 7 * PartyMember. Member: (70 + 7 * PartyMember) / 2
  8330. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8331. if( flag&1 ) {
  8332. if( skill_area_temp[1] == bl->id )
  8333. sc_start2(src,bl,type,100,70 + 7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  8334. else
  8335. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8336. } else {
  8337. if( sd && sd->status.party_id ) {
  8338. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  8339. skill_area_temp[1] = src->id;
  8340. skill_area_temp[3] = (70 + 7 * skill_area_temp[0]) / 2;
  8341. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8342. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8343. }
  8344. else
  8345. sc_start2(src,bl,type,100,77,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  8346. clif_skill_nodamage(src,bl,skill_id,1,1);
  8347. }
  8348. }
  8349. break;
  8350. case RK_LUXANIMA:
  8351. {
  8352. sc_type runes[] = { SC_MILLENNIUMSHIELD, SC_REFRESH, SC_GIANTGROWTH, SC_STONEHARDSKIN, SC_VITALITYACTIVATION, SC_ABUNDANCE };
  8353. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  8354. if (src->id == bl->id) // Don't give it back to the RK
  8355. break;
  8356. sc_start(src, bl, runes[skill_area_temp[5]], 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8357. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8358. } else if (sd) { // Find which SC is going to be given
  8359. int recent = 0, result = -1;
  8360. for (i = 0; i < ARRAYLENGTH(runes); i++) {
  8361. if (sd->sc.data[runes[i]] && ((sd->sc.data[runes[i]]->timer * (runes[i] == SC_REFRESH? 3 : 1)) > recent || recent == 0)) {
  8362. recent = sd->sc.data[runes[i]]->timer;
  8363. result = i;
  8364. }
  8365. }
  8366. if (result != -1) {
  8367. skill_area_temp[5] = result;
  8368. status_change_end(src, runes[result], INVALID_TIMER);
  8369. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8370. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  8371. }
  8372. }
  8373. }
  8374. break;
  8375. case GC_ROLLINGCUTTER:
  8376. {
  8377. short count = 1;
  8378. skill_area_temp[2] = 0;
  8379. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  8380. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8381. { // Every time the skill is casted the status change is reseted adding a counter.
  8382. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8383. if( count > 10 )
  8384. count = 10; // Max coounter
  8385. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8386. }
  8387. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8388. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8389. }
  8390. break;
  8391. case GC_WEAPONBLOCKING:
  8392. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8393. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8394. else
  8395. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8396. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8397. break;
  8398. case GC_CREATENEWPOISON:
  8399. if( sd )
  8400. {
  8401. clif_skill_produce_mix_list(sd,skill_id,25);
  8402. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8403. }
  8404. break;
  8405. case GC_POISONINGWEAPON:
  8406. if( sd ) {
  8407. clif_poison_list(sd,skill_lv);
  8408. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8409. }
  8410. break;
  8411. case GC_ANTIDOTE:
  8412. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8413. if( tsc )
  8414. {
  8415. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8416. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8417. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8418. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8419. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8420. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8421. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8422. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8423. }
  8424. break;
  8425. case GC_PHANTOMMENACE:
  8426. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8427. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8428. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8429. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8430. break;
  8431. case GC_HALLUCINATIONWALK:
  8432. {
  8433. int heal = status_get_max_hp(bl) / 10;
  8434. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8435. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8436. break;
  8437. }
  8438. if( !status_charge(bl,heal,0) )
  8439. {
  8440. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8441. break;
  8442. }
  8443. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8444. }
  8445. break;
  8446. case AB_ANCILLA:
  8447. if( sd ) {
  8448. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8449. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8450. }
  8451. break;
  8452. case AB_CLEMENTIA:
  8453. case AB_CANTO:
  8454. {
  8455. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8456. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8457. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8458. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8459. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8460. else if( sd )
  8461. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8462. }
  8463. break;
  8464. case AB_PRAEFATIO:
  8465. if( !sd || sd->status.party_id == 0 || flag&1 )
  8466. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8467. else if( sd )
  8468. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8469. break;
  8470. case AB_CHEAL:
  8471. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8472. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8473. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8474. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8475. if( partycount > 1 )
  8476. i += (i / 100) * (partycount * 10) / 4;
  8477. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8478. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8479. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8480. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8481. i = ~i + 1;
  8482. status_heal(bl, i, 0, 0);
  8483. }
  8484. } else if( sd )
  8485. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8486. break;
  8487. case AB_ORATIO:
  8488. if( flag&1 )
  8489. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8490. else {
  8491. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8492. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8493. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8494. }
  8495. break;
  8496. case AB_LAUDAAGNUS:
  8497. if( flag&1 || !sd || !sd->status.party_id ) {
  8498. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8499. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8500. // Success Chance: (40 + 10 * Skill Level) %
  8501. if( rnd()%100 > 40+10*skill_lv ) break;
  8502. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8503. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8504. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8505. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8506. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8507. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8508. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8509. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8510. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8511. } else if( sd )
  8512. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8513. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8514. break;
  8515. case AB_LAUDARAMUS:
  8516. if( flag&1 || !sd || !sd->status.party_id ) {
  8517. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8518. // Success Chance: (40 + 10 * Skill Level) %
  8519. if( rnd()%100 > 40+10*skill_lv ) break;
  8520. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8521. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8522. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8523. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8524. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8525. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8526. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8527. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8528. } else if( sd )
  8529. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8530. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8531. break;
  8532. case AB_CLEARANCE:
  8533. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8534. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8535. break;
  8536. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8537. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8538. if (sd)
  8539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8540. break;
  8541. }
  8542. if(status_isimmune(bl))
  8543. break;
  8544. //Remove bonus_script by Clearance
  8545. if (dstsd)
  8546. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8547. if(!tsc || !tsc->count)
  8548. break;
  8549. for( i = 0; i < SC_MAX; i++ ) {
  8550. if (!tsc->data[i])
  8551. continue;
  8552. switch (i) {
  8553. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8554. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8555. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8556. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8557. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8558. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8559. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8560. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8561. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8562. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8563. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8564. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8565. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8566. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8567. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8568. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8569. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8570. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8571. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8572. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8573. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8574. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8575. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8576. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8577. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8578. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8579. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8580. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8581. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8582. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8583. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8584. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8585. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8586. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8587. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8588. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8589. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8590. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8591. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8592. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8593. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8594. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8595. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8596. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8597. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8598. case SC_P_ALTER: case SC_E_CHAIN:
  8599. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8600. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8601. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  8602. #ifdef RENEWAL
  8603. case SC_EXTREMITYFIST2:
  8604. #endif
  8605. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8606. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8607. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8608. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8609. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8610. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8611. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8612. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8613. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8614. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8615. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8616. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  8617. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  8618. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  8619. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  8620. case SC_DAILYSENDMAILCNT:
  8621. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  8622. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  8623. continue;
  8624. case SC_ASSUMPTIO:
  8625. if( bl->type == BL_MOB )
  8626. continue;
  8627. break;
  8628. }
  8629. 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.
  8630. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8631. }
  8632. break;
  8633. }
  8634. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8635. break;
  8636. case AB_SILENTIUM:
  8637. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8638. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8639. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8640. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8641. break;
  8642. case WL_STASIS:
  8643. if (flag&1)
  8644. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8645. else {
  8646. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8647. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8648. }
  8649. break;
  8650. case WL_CHAINLIGHTNING:
  8651. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  8652. break;
  8653. case WL_WHITEIMPRISON:
  8654. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  8655. {
  8656. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8657. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8658. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8659. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8660. if( sd )
  8661. skill_blockpc_start(sd,skill_id,4000);
  8662. if( !(tsc && tsc->data[type]) ){
  8663. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  8664. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8665. if( !i )
  8666. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8667. }
  8668. }else
  8669. if( sd )
  8670. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8671. break;
  8672. case WL_FROSTMISTY:
  8673. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8674. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8675. break;
  8676. case WL_JACKFROST:
  8677. case NPC_JACKFROST:
  8678. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8679. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8680. break;
  8681. case WL_SIENNAEXECRATE:
  8682. if( status_isimmune(bl) || !tsc )
  8683. break;
  8684. if( flag&1 ) {
  8685. if( bl->id == skill_area_temp[1] )
  8686. break; // Already work on this target
  8687. if( tsc && tsc->data[type] )
  8688. status_change_end(bl,type,INVALID_TIMER);
  8689. else
  8690. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8691. } else {
  8692. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8693. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8694. if( rnd()%100 < rate ) { // Success on First Target
  8695. if( !tsc->data[type] )
  8696. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8697. else {
  8698. rate = 1;
  8699. status_change_end(bl,type,INVALID_TIMER);
  8700. }
  8701. if( rate ) {
  8702. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8703. skill_area_temp[1] = bl->id;
  8704. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8705. }
  8706. // Doesn't send failure packet if it fails on defense.
  8707. }
  8708. else if( sd ) // Failure on Rate
  8709. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8710. }
  8711. break;
  8712. case WL_SUMMONFB:
  8713. case WL_SUMMONBL:
  8714. case WL_SUMMONWB:
  8715. case WL_SUMMONSTONE:
  8716. {
  8717. short element = 0, sctype = 0, pos = -1;
  8718. struct status_change *sc = status_get_sc(src);
  8719. if( !sc )
  8720. break;
  8721. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8722. if( !sctype && !sc->data[i] )
  8723. sctype = i; // Take the free SC
  8724. if( sc->data[i] )
  8725. pos = max(sc->data[i]->val2,pos);
  8726. }
  8727. if( !sctype ) {
  8728. if( sd ) // No free slots to put SC
  8729. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8730. break;
  8731. }
  8732. pos++; // Used in val2 for SC. Indicates the order of this ball
  8733. switch( skill_id ) { // Set val1. The SC element for this ball
  8734. case WL_SUMMONFB: element = WLS_FIRE; break;
  8735. case WL_SUMMONBL: element = WLS_WIND; break;
  8736. case WL_SUMMONWB: element = WLS_WATER; break;
  8737. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8738. }
  8739. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8740. clif_skill_nodamage(src,bl,skill_id,0,0);
  8741. }
  8742. break;
  8743. case WL_READING_SB:
  8744. if( sd ) {
  8745. struct status_change *sc = status_get_sc(bl);
  8746. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8747. if( sc && !sc->data[i] )
  8748. break;
  8749. if( i == SC_MAXSPELLBOOK ) {
  8750. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8751. break;
  8752. }
  8753. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8754. clif_spellbook_list(sd);
  8755. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8756. }
  8757. break;
  8758. case RA_FEARBREEZE:
  8759. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8760. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8761. break;
  8762. case RA_WUGMASTERY:
  8763. if( sd ) {
  8764. if( !pc_iswug(sd) )
  8765. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8766. else
  8767. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8768. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8769. }
  8770. break;
  8771. case RA_WUGRIDER:
  8772. if( sd ) {
  8773. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8774. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8775. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8776. } else if( pc_isridingwug(sd) ) {
  8777. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8778. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8779. }
  8780. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8781. }
  8782. break;
  8783. case RA_WUGDASH:
  8784. if( tsce ) {
  8785. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8786. map_freeblock_unlock();
  8787. return 0;
  8788. }
  8789. if( sd && pc_isridingwug(sd) ) {
  8790. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8791. clif_walkok(sd);
  8792. }
  8793. break;
  8794. case RA_SENSITIVEKEEN:
  8795. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8796. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8797. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8798. break;
  8799. case NC_F_SIDESLIDE:
  8800. case NC_B_SIDESLIDE:
  8801. {
  8802. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8803. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  8804. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8805. }
  8806. break;
  8807. case NC_SELFDESTRUCTION:
  8808. if( sd ) {
  8809. if( pc_ismadogear(sd) )
  8810. pc_setmadogear(sd, 0);
  8811. skill_area_temp[1] = 0;
  8812. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8813. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8814. status_set_sp(src, 0, 0);
  8815. skill_clear_unitgroup(src);
  8816. }
  8817. break;
  8818. case NC_EMERGENCYCOOL:
  8819. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8820. if (sd) {
  8821. struct skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  8822. int16 limit[] = { -45, -75, -105 };
  8823. uint8 i;
  8824. for (i = 0; i < req.eqItem_count; i++) {
  8825. if (pc_search_inventory(sd, req.eqItem[i]) != -1)
  8826. break;
  8827. }
  8828. pc_overheat(sd, limit[i]);
  8829. }
  8830. break;
  8831. case NC_ANALYZE:
  8832. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8833. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8834. break;
  8835. case NC_MAGNETICFIELD:
  8836. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8837. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8838. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8839. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  8840. break;
  8841. case NC_REPAIR:
  8842. if( sd ) {
  8843. int heal, hp = 0;
  8844. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8845. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8846. break;
  8847. }
  8848. switch(skill_lv) {
  8849. case 1: hp = 4; break;
  8850. case 2: hp = 7; break;
  8851. case 3: hp = 13; break;
  8852. case 4: hp = 17; break;
  8853. case 5: default: hp = 23; break;
  8854. }
  8855. heal = dstsd->status.max_hp * hp / 100;
  8856. status_heal(bl,heal,0,2);
  8857. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8858. }
  8859. break;
  8860. case NC_DISJOINT:
  8861. {
  8862. if( bl->type != BL_MOB ) break;
  8863. md = map_id2md(bl->id);
  8864. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8865. status_kill(bl);
  8866. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8867. }
  8868. break;
  8869. case SC_AUTOSHADOWSPELL:
  8870. if( sd ) {
  8871. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8872. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8873. {
  8874. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8875. clif_autoshadowspell_list(sd);
  8876. clif_skill_nodamage(src,bl,skill_id,1,1);
  8877. }
  8878. else
  8879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8880. }
  8881. break;
  8882. case SC_SHADOWFORM:
  8883. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8884. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  8885. dstsd->shadowform_id = src->id;
  8886. }
  8887. else if( sd )
  8888. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8889. break;
  8890. case SC_BODYPAINT:
  8891. if( flag&1 ) {
  8892. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  8893. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  8894. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  8895. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  8896. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  8897. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  8898. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8899. }
  8900. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  8901. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8902. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8903. } else {
  8904. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8905. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8906. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8907. }
  8908. break;
  8909. case SC_ENERVATION:
  8910. case SC_GROOMY:
  8911. case SC_LAZINESS:
  8912. case SC_UNLUCKY:
  8913. case SC_WEAKNESS:
  8914. if( !(tsc && tsc->data[type]) ) {
  8915. int rate;
  8916. if (status_get_class_(bl) == CLASS_BOSS)
  8917. break;
  8918. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8919. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8920. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8921. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8922. } else if( sd )
  8923. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8924. break;
  8925. case SC_IGNORANCE:
  8926. if( !(tsc && tsc->data[type]) ) {
  8927. int rate;
  8928. if (status_get_class_(bl) == CLASS_BOSS)
  8929. break;
  8930. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8931. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8932. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8933. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8934. int sp = 100 * skill_lv;
  8935. if( dstmd )
  8936. sp = dstmd->level;
  8937. if( !dstmd )
  8938. status_zap(bl, 0, sp);
  8939. status_heal(src, 0, sp / 2, 3);
  8940. } else if( sd )
  8941. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8942. } else if( sd )
  8943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8944. break;
  8945. case LG_TRAMPLE:
  8946. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8947. if (rnd()%100 < (25 + 25 * skill_lv))
  8948. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8949. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  8950. break;
  8951. case LG_REFLECTDAMAGE:
  8952. if( tsc && tsc->data[type] )
  8953. status_change_end(bl,type,INVALID_TIMER);
  8954. else
  8955. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8956. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8957. break;
  8958. case LG_SHIELDSPELL:
  8959. if (sd) {
  8960. int opt = 0;
  8961. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8962. struct item_data *shield_data = NULL;
  8963. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8964. shield_data = sd->inventory_data[index];
  8965. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8966. shield_def = shield_mdef = shield_refine = 10;
  8967. else {
  8968. shield_def = shield_data->def;
  8969. shield_mdef = sd->bonus.shieldmdef;
  8970. shield_refine = sd->inventory.u.items_inventory[sd->equip_index[EQI_HAND_L]].refine;
  8971. }
  8972. if (flag&1) {
  8973. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8974. break;
  8975. }
  8976. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8977. switch(skill_lv) {
  8978. case 1: { // DEF Based
  8979. int splashrange = 0;
  8980. #ifdef RENEWAL
  8981. if (shield_def >= 0 && shield_def <= 40)
  8982. #else
  8983. if (shield_def >= 0 && shield_def <= 4)
  8984. #endif
  8985. splashrange = 1;
  8986. #ifdef RENEWAL
  8987. else if (shield_def >= 41 && shield_def <= 80)
  8988. #else
  8989. else if (shield_def >= 5 && shield_def <= 9)
  8990. #endif
  8991. splashrange = 2;
  8992. else
  8993. splashrange = 3;
  8994. switch(opt) {
  8995. case 1: // Splash AoE ATK
  8996. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8997. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8998. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8999. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  9000. break;
  9001. case 2: // % Damage Reflecting Increase
  9002. #ifdef RENEWAL
  9003. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  9004. #else
  9005. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  9006. #endif
  9007. break;
  9008. case 3: // Equipment Attack Increase
  9009. #ifdef RENEWAL
  9010. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  9011. #else
  9012. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  9013. #endif
  9014. break;
  9015. }
  9016. }
  9017. break;
  9018. case 2: { // MDEF Based
  9019. int splashrange = 0;
  9020. if (shield_mdef >= 1 && shield_mdef <= 3)
  9021. splashrange = 1;
  9022. else if (shield_mdef >= 4 && shield_mdef <= 5)
  9023. splashrange = 2;
  9024. else
  9025. splashrange = 3;
  9026. switch(opt) {
  9027. case 1: // Splash AoE MATK
  9028. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  9029. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  9030. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9031. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  9032. break;
  9033. case 2: // Splash AoE Lex Divina
  9034. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  9035. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  9036. map_foreachinallrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9037. break;
  9038. case 3: // Casts Magnificat.
  9039. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  9040. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  9041. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  9042. break;
  9043. }
  9044. }
  9045. break;
  9046. case 3: // Refine Based
  9047. switch(opt) {
  9048. case 1: // Allows you to break armor at a 100% rate when you do damage.
  9049. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  9050. break;
  9051. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  9052. #ifdef RENEWAL
  9053. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9054. #else
  9055. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9056. #endif
  9057. break;
  9058. case 3: // Recovers HP depending on Shield refine rate.
  9059. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  9060. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  9061. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  9062. break;
  9063. }
  9064. break;
  9065. }
  9066. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9067. }
  9068. break;
  9069. case LG_PIETY:
  9070. if( flag&1 )
  9071. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9072. else {
  9073. skill_area_temp[2] = 0;
  9074. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  9075. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9076. }
  9077. break;
  9078. case LG_INSPIRATION:
  9079. if( sd && !map[sd->bl.m].flag.noexppenalty && battle_config.exp_cost_inspiration )
  9080. pc_lostexp(sd, u32min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
  9081. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9082. break;
  9083. case SR_CURSEDCIRCLE:
  9084. if( flag&1 ) {
  9085. if( status_get_class_(bl) == CLASS_BOSS )
  9086. break;
  9087. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9088. if( bl->type == BL_MOB )
  9089. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9090. clif_bladestop(src, bl->id, 1);
  9091. map_freeblock_unlock();
  9092. return 1;
  9093. }
  9094. } else {
  9095. int count = 0;
  9096. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9097. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  9098. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9099. if( sd ) pc_delspiritball(sd, count, 0);
  9100. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9101. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9102. }
  9103. break;
  9104. case SR_RAISINGDRAGON:
  9105. if( sd ) {
  9106. short max = 5 + skill_lv;
  9107. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9108. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9109. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9110. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9111. }
  9112. break;
  9113. case SR_ASSIMILATEPOWER:
  9114. if (flag&1) {
  9115. i = 0;
  9116. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9117. if (dstsd->spiritball > 0) {
  9118. i = dstsd->spiritball;
  9119. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9120. }
  9121. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9122. i += dstsd->spiritcharm;
  9123. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9124. }
  9125. }
  9126. if (i)
  9127. status_percent_heal(src, 0, i);
  9128. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9129. } else {
  9130. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9131. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  9132. }
  9133. break;
  9134. case SR_POWERVELOCITY:
  9135. if( !dstsd )
  9136. break;
  9137. if( sd && dstsd->spiritball <= 5 ) {
  9138. for(i = 0; i <= 5; i++) {
  9139. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9140. pc_delspiritball(sd, sd->spiritball, 0);
  9141. }
  9142. }
  9143. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9144. break;
  9145. case SR_GENTLETOUCH_CURE:
  9146. {
  9147. unsigned int heal;
  9148. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9149. heal = 0;
  9150. else {
  9151. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9152. status_heal(bl, heal, 0, 0);
  9153. }
  9154. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9155. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9156. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9157. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9158. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9159. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9160. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9161. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9162. }
  9163. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9164. }
  9165. break;
  9166. case SR_GENTLETOUCH_ENERGYGAIN:
  9167. case SR_GENTLETOUCH_CHANGE:
  9168. case SR_GENTLETOUCH_REVITALIZE:
  9169. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9170. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9171. break;
  9172. case SR_FLASHCOMBO: {
  9173. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  9174. const int delay[] = { 0, 250, 500, 2000 };
  9175. if (sd) // Disable attacking/acting/moving for skill's duration.
  9176. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3];
  9177. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9178. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9179. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9180. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9181. }
  9182. break;
  9183. case WA_SWING_DANCE:
  9184. case WA_MOONLIT_SERENADE:
  9185. case WA_SYMPHONY_OF_LOVER:
  9186. case MI_RUSH_WINDMILL:
  9187. case MI_ECHOSONG:
  9188. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9189. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9190. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9191. } else if( sd ) {
  9192. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9193. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9194. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9195. }
  9196. break;
  9197. case MI_HARMONIZE:
  9198. if( src != bl )
  9199. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9200. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9201. break;
  9202. case WM_DEADHILLHERE:
  9203. if( bl->type == BL_PC ) {
  9204. if( !status_isdead(bl) )
  9205. break;
  9206. if( rnd()%100 < 88 + 2 * skill_lv ) {
  9207. int heal = tstatus->sp;
  9208. if( heal <= 0 )
  9209. heal = 1;
  9210. tstatus->hp = heal;
  9211. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9212. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9213. pc_revive((TBL_PC*)bl,heal,0);
  9214. clif_resurrection(bl,1);
  9215. }
  9216. }
  9217. break;
  9218. case WM_SIRCLEOFNATURE:
  9219. if( flag&1 )
  9220. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9221. else {
  9222. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  9223. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9224. }
  9225. break;
  9226. case WM_VOICEOFSIREN:
  9227. if (flag&1)
  9228. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9229. else {
  9230. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9231. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9232. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9233. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9234. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9235. }
  9236. break;
  9237. case WM_GLOOMYDAY:
  9238. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9239. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9240. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9241. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9242. {
  9243. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9244. break;
  9245. }
  9246. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9247. break;
  9248. case WM_SATURDAY_NIGHT_FEVER:
  9249. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  9250. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  9251. break;
  9252. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  9253. } else if( flag&2 ) {
  9254. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  9255. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9256. } else if( sd ) {
  9257. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  9258. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9259. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9260. break;
  9261. }
  9262. if( map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9263. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9264. flag |= 2;
  9265. else
  9266. flag |= 1;
  9267. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  9268. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9269. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9270. if( flag&2 ) // Dealed here to prevent conflicts
  9271. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9272. }
  9273. break;
  9274. case WM_SONG_OF_MANA:
  9275. case WM_DANCE_WITH_WUG:
  9276. case WM_LERADS_DEW:
  9277. case WM_UNLIMITED_HUMMING_VOICE:
  9278. if( flag&1 ) { // These affect to to all party members near the caster.
  9279. struct status_change *sc = status_get_sc(src);
  9280. if( sc && sc->data[type] ) {
  9281. sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv));
  9282. }
  9283. } else if( sd ) {
  9284. if( sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv)) )
  9285. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  9286. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9287. }
  9288. break;
  9289. case WM_MELODYOFSINK:
  9290. case WM_BEYOND_OF_WARCRY:
  9291. if( flag&1 ) {
  9292. sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv));
  9293. } else { // These affect to all targets arround the caster.
  9294. if( rnd()%100 < 15 + 5 * skill_lv * 5 * battle_calc_chorusbonus(sd) ) {
  9295. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9296. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9297. }
  9298. }
  9299. break;
  9300. case WM_RANDOMIZESPELL:
  9301. if (!skill_improvise_count) {
  9302. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9303. break;
  9304. }
  9305. else {
  9306. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  9307. do {
  9308. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  9309. improv_skill_id = skill_improvise_db[i].skill_id;
  9310. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  9311. if (!skill_get_index(improv_skill_id)) {
  9312. if (sd)
  9313. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9314. break;
  9315. }
  9316. improv_skill_lv = 4 + skill_lv;
  9317. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9318. if( sd ) {
  9319. sd->state.abra_flag = 2;
  9320. sd->skillitem = improv_skill_id;
  9321. sd->skillitemlv = improv_skill_lv;
  9322. sd->skillitem_keep_requirement = false;
  9323. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9324. } else {
  9325. struct unit_data *ud = unit_bl2ud(src);
  9326. int inf = skill_get_inf(improv_skill_id);
  9327. if (!ud) break;
  9328. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9329. if (src->type == BL_PET)
  9330. bl = (struct block_list*)((TBL_PET*)src)->master;
  9331. if (!bl) bl = src;
  9332. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9333. } else {
  9334. int target_id = 0;
  9335. if (ud->target)
  9336. target_id = ud->target;
  9337. else switch (src->type) {
  9338. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9339. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9340. }
  9341. if (!target_id)
  9342. break;
  9343. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9344. bl = map_id2bl(target_id);
  9345. if (!bl) bl = src;
  9346. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9347. } else
  9348. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9349. }
  9350. }
  9351. }
  9352. break;
  9353. case RETURN_TO_ELDICASTES:
  9354. case ALL_GUARDIAN_RECALL:
  9355. case ECLAGE_RECALL:
  9356. if( sd )
  9357. {
  9358. short x=0, y=0; // Destiny position.
  9359. unsigned short mapindex=0;
  9360. switch(skill_id){
  9361. default:
  9362. case RETURN_TO_ELDICASTES:
  9363. x = 198;
  9364. y = 187;
  9365. mapindex = mapindex_name2id(MAP_DICASTES);
  9366. break;
  9367. case ALL_GUARDIAN_RECALL:
  9368. x = 44;
  9369. y = 151;
  9370. mapindex = mapindex_name2id(MAP_MORA);
  9371. break;
  9372. case ECLAGE_RECALL:
  9373. x = 47;
  9374. y = 31;
  9375. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9376. break;
  9377. }
  9378. if(!mapindex)
  9379. { //Given map not found?
  9380. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9381. map_freeblock_unlock();
  9382. return 0;
  9383. }
  9384. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9385. }
  9386. break;
  9387. case ECL_SNOWFLIP:
  9388. case ECL_PEONYMAMY:
  9389. case ECL_SADAGUI:
  9390. case ECL_SEQUOIADUST:
  9391. switch(skill_id){
  9392. case ECL_SNOWFLIP:
  9393. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9394. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9395. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9396. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9397. break;
  9398. case ECL_PEONYMAMY:
  9399. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9400. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9401. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9402. break;
  9403. case ECL_SADAGUI:
  9404. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9405. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9406. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9407. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9408. break;
  9409. case ECL_SEQUOIADUST:
  9410. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9411. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9412. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9413. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9414. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9415. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9416. break;
  9417. }
  9418. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SKILL);
  9419. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9420. break;
  9421. case GM_SANDMAN:
  9422. if( tsc ) {
  9423. if( tsc->opt1 == OPT1_SLEEP )
  9424. tsc->opt1 = 0;
  9425. else
  9426. tsc->opt1 = OPT1_SLEEP;
  9427. clif_changeoption(bl);
  9428. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9429. }
  9430. break;
  9431. case SO_ARRULLO:
  9432. {
  9433. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  9434. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9435. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9436. }
  9437. break;
  9438. case WM_LULLABY_DEEPSLEEP:
  9439. if (flag&1) {
  9440. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  9441. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  9442. sc_start(src, bl, type, rate, skill_lv, duration);
  9443. } else {
  9444. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9445. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9446. }
  9447. break;
  9448. case SO_SUMMON_AGNI:
  9449. case SO_SUMMON_AQUA:
  9450. case SO_SUMMON_VENTUS:
  9451. case SO_SUMMON_TERA:
  9452. if( sd ) {
  9453. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9454. // Remove previous elemental first.
  9455. if( sd->ed )
  9456. elemental_delete(sd->ed);
  9457. // Summoning the new one.
  9458. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9459. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9460. break;
  9461. }
  9462. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9463. }
  9464. break;
  9465. case SO_EL_CONTROL:
  9466. if( sd ) {
  9467. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9468. if( !sd->ed ) break;
  9469. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9470. elemental_delete(sd->ed);
  9471. break;
  9472. }
  9473. switch( skill_lv ) {// Select mode bassed on skill level used.
  9474. case 2: mode = static_cast<e_mode>(EL_MODE_ASSIST); break;
  9475. case 3: mode = static_cast<e_mode>(EL_MODE_AGGRESSIVE); break;
  9476. }
  9477. if( !elemental_change_mode(sd->ed,mode) ) {
  9478. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9479. break;
  9480. }
  9481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9482. }
  9483. break;
  9484. case SO_EL_ACTION:
  9485. if( sd ) {
  9486. int duration = 3000;
  9487. if( !sd->ed )
  9488. break;
  9489. switch(sd->ed->db->class_) {
  9490. case 2115:case 2124:
  9491. case 2118:case 2121:
  9492. duration = 6000;
  9493. break;
  9494. case 2116:case 2119:
  9495. case 2122:case 2125:
  9496. duration = 9000;
  9497. break;
  9498. }
  9499. sd->skill_id_old = skill_id;
  9500. elemental_action(sd->ed, bl, tick);
  9501. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9502. skill_blockpc_start(sd, skill_id, duration);
  9503. }
  9504. break;
  9505. case SO_EL_CURE:
  9506. if( sd ) {
  9507. struct elemental_data *ed = sd->ed;
  9508. int s_hp, s_sp;
  9509. if( !ed )
  9510. break;
  9511. s_hp = sd->battle_status.hp * 10 / 100;
  9512. s_sp = sd->battle_status.sp * 10 / 100;
  9513. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9514. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9515. break;
  9516. }
  9517. status_heal(&ed->bl,s_hp,s_sp,3);
  9518. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9519. }
  9520. break;
  9521. case GN_CHANGEMATERIAL:
  9522. case SO_EL_ANALYSIS:
  9523. if( sd ) {
  9524. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9525. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9526. }
  9527. break;
  9528. case GN_BLOOD_SUCKER:
  9529. {
  9530. struct status_change *sc = status_get_sc(src);
  9531. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9532. if( tsc && tsc->data[type] ){
  9533. (sc->bs_counter)--;
  9534. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9535. }
  9536. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9537. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9538. (sc->bs_counter)++;
  9539. } else if( sd ) {
  9540. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9541. break;
  9542. }
  9543. }
  9544. break;
  9545. case GN_MANDRAGORA:
  9546. if( flag&1 ) {
  9547. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9548. if (rate < 10)
  9549. rate = 10;
  9550. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9551. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9552. if (rnd()%100 < rate) {
  9553. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9554. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9555. }
  9556. } else {
  9557. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9558. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9559. }
  9560. break;
  9561. case GN_SLINGITEM:
  9562. if( sd ) {
  9563. short ammo_id;
  9564. i = sd->equip_index[EQI_AMMO];
  9565. if( i < 0 )
  9566. break; // No ammo.
  9567. ammo_id = sd->inventory_data[i]->nameid;
  9568. if( ammo_id <= 0 )
  9569. break;
  9570. sd->itemid = ammo_id;
  9571. if( itemdb_group_item_exists(IG_BOMB, ammo_id) ) {
  9572. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9573. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9574. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9575. else
  9576. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9577. } else //Otherwise, it fails, shows animation and removes items.
  9578. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9579. } else if (itemdb_group_item_exists(IG_THROWABLE, ammo_id))
  9580. if (dstsd)
  9581. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  9582. }
  9583. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9584. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9585. break;
  9586. case GN_MIX_COOKING:
  9587. case GN_MAKEBOMB:
  9588. case GN_S_PHARMACY:
  9589. if( sd ) {
  9590. int qty = 1;
  9591. sd->skill_id_old = skill_id;
  9592. sd->skill_lv_old = skill_lv;
  9593. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9594. qty = 10;
  9595. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9596. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9597. }
  9598. break;
  9599. case EL_CIRCLE_OF_FIRE:
  9600. case EL_PYROTECHNIC:
  9601. case EL_HEATER:
  9602. case EL_TROPIC:
  9603. case EL_AQUAPLAY:
  9604. case EL_COOLER:
  9605. case EL_CHILLY_AIR:
  9606. case EL_GUST:
  9607. case EL_BLAST:
  9608. case EL_WILD_STORM:
  9609. case EL_PETROLOGY:
  9610. case EL_CURSED_SOIL:
  9611. case EL_UPHEAVAL:
  9612. case EL_FIRE_CLOAK:
  9613. case EL_WATER_DROP:
  9614. case EL_WIND_CURTAIN:
  9615. case EL_SOLID_SKIN:
  9616. case EL_STONE_SHIELD:
  9617. case EL_WIND_STEP: {
  9618. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9619. if( ele ) {
  9620. sc_type type2 = (sc_type)(type-1);
  9621. struct status_change *sc = status_get_sc(&ele->bl);
  9622. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9623. elemental_clean_single_effect(ele, skill_id);
  9624. } else {
  9625. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9626. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9627. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9628. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  9629. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9630. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9631. }
  9632. }
  9633. }
  9634. break;
  9635. case EL_FIRE_MANTLE:
  9636. case EL_WATER_BARRIER:
  9637. case EL_ZEPHYR:
  9638. case EL_POWER_OF_GAIA:
  9639. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9640. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9641. break;
  9642. case EL_WATER_SCREEN: {
  9643. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9644. if( ele ) {
  9645. struct status_change *sc = status_get_sc(&ele->bl);
  9646. sc_type type2 = (sc_type)(type-1);
  9647. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9648. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9649. elemental_clean_single_effect(ele, skill_id);
  9650. } else {
  9651. // This not heals at the end.
  9652. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9653. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9654. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9655. }
  9656. }
  9657. }
  9658. break;
  9659. case KO_KAHU_ENTEN:
  9660. case KO_HYOUHU_HUBUKI:
  9661. case KO_KAZEHU_SEIRAN:
  9662. case KO_DOHU_KOUKAI:
  9663. if (sd) {
  9664. int ele_type = skill_get_ele(skill_id,skill_lv);
  9665. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9666. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9667. }
  9668. break;
  9669. case KO_ZANZOU:
  9670. if(sd){
  9671. struct mob_data *md2;
  9672. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9673. if( md2 )
  9674. {
  9675. md2->master_id = src->id;
  9676. md2->special_state.ai = AI_ZANZOU;
  9677. if( md2->deletetimer != INVALID_TIMER )
  9678. delete_timer(md2->deletetimer, mob_timer_delete);
  9679. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9680. mob_spawn( md2 );
  9681. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  9682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9683. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  9684. }
  9685. }
  9686. break;
  9687. case KO_KYOUGAKU:
  9688. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9689. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9690. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9691. }else if( sd )
  9692. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9693. break;
  9694. case KO_JYUSATSU:
  9695. if( dstsd && tsc && !tsc->data[type] &&
  9696. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9697. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9698. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  9699. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  9700. if( status_get_lv(bl) <= status_get_lv(src) )
  9701. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9702. }else if( sd )
  9703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9704. break;
  9705. case KO_GENWAKU:
  9706. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  9707. int x = src->x, y = src->y;
  9708. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9709. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9710. break;
  9711. }
  9712. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  9713. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9714. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9715. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  9716. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9717. clif_blown(src);
  9718. if (!unit_blown_immune(bl, 0x1)) {
  9719. unit_movepos(bl,x,y,0,0);
  9720. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9721. clif_sitting(bl); //Avoid sitting sync problem
  9722. clif_blown(bl);
  9723. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  9724. }
  9725. }
  9726. }
  9727. break;
  9728. case OB_AKAITSUKI:
  9729. case OB_OBOROGENSOU:
  9730. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9731. || status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters.
  9732. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9733. break;
  9734. }
  9735. case KO_IZAYOI:
  9736. case OB_ZANGETSU:
  9737. case KG_KYOMU:
  9738. case KG_KAGEMUSYA:
  9739. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9740. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9741. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9742. break;
  9743. case KG_KAGEHUMI:
  9744. if( flag&1 ){
  9745. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9746. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9747. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9748. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9749. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9750. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9751. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9752. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9753. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9754. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9755. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9756. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9757. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9758. }
  9759. if( skill_area_temp[2] == 1 ){
  9760. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9761. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9762. }
  9763. }else{
  9764. skill_area_temp[2] = 0;
  9765. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9766. }
  9767. break;
  9768. case MH_SILENT_BREEZE:
  9769. {
  9770. int heal = 5 * status_get_lv(&hd->bl) +
  9771. #ifdef RENEWAL
  9772. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9773. #else
  9774. status_base_matk_min(&hd->battle_status);
  9775. #endif
  9776. //Silences the homunculus and target
  9777. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9778. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9779. //Recover the target's HP
  9780. status_heal(bl,heal,0,3);
  9781. //Removes these SC from target
  9782. if (tsc) {
  9783. const enum sc_type scs[] = {
  9784. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9785. };
  9786. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9787. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9788. }
  9789. if (hd)
  9790. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9791. }
  9792. break;
  9793. case MH_OVERED_BOOST:
  9794. if (hd && battle_get_master(src)) {
  9795. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9796. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9797. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9798. }
  9799. break;
  9800. case MH_GRANITIC_ARMOR:
  9801. case MH_PYROCLASTIC:
  9802. if(hd) {
  9803. struct block_list *s_bl = battle_get_master(src);
  9804. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  9805. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9806. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9807. }
  9808. break;
  9809. case MH_LIGHT_OF_REGENE: //self
  9810. if(hd) {
  9811. struct block_list *s_bl = battle_get_master(src);
  9812. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9813. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9814. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9815. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9816. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9817. }
  9818. break;
  9819. case MH_STYLE_CHANGE:
  9820. if(hd){
  9821. struct status_change_entry *sce;
  9822. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9823. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9824. else sce->val1 = MH_MD_FIGHTING;
  9825. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  9826. // char output[128];
  9827. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9828. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  9829. //}
  9830. }
  9831. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9832. }
  9833. break;
  9834. case MH_MAGMA_FLOW:
  9835. case MH_PAIN_KILLER:
  9836. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9837. if (hd)
  9838. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9839. break;
  9840. case MH_SUMMON_LEGION: {
  9841. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9842. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9843. struct mob_data *sum_md;
  9844. int i_slave,c=0;
  9845. int maxcount = qty[skill_lv-1];
  9846. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9847. if(c >= maxcount) {
  9848. map_freeblock_unlock();
  9849. return 0; //max qty already spawned
  9850. }
  9851. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9852. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  9853. if (sum_md) {
  9854. sum_md->master_id = src->id;
  9855. sum_md->special_state.ai = AI_LEGION;
  9856. if (sum_md->deletetimer != INVALID_TIMER)
  9857. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9858. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9859. mob_spawn(sum_md); //Now it is ready for spawning.
  9860. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9861. }
  9862. }
  9863. if (hd)
  9864. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9865. }
  9866. break;
  9867. case RL_RICHS_COIN:
  9868. if (sd) {
  9869. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9870. for (i = 0; i < 10; i++)
  9871. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9872. }
  9873. break;
  9874. case RL_C_MARKER:
  9875. if (sd) {
  9876. // If marked by someone else remove it
  9877. if (tsce && tsce->val2 != src->id)
  9878. status_change_end(bl, type, INVALID_TIMER);
  9879. // Check if marked before
  9880. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9881. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9882. // Find empty slot
  9883. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9884. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9885. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9886. break;
  9887. }
  9888. }
  9889. sd->c_marker[i] = bl->id;
  9890. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9891. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9892. }
  9893. // If mob casts this, at least SC_C_MARKER as debuff
  9894. else {
  9895. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9896. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9897. }
  9898. break;
  9899. case RL_D_TAIL:
  9900. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9901. break;
  9902. case RL_QD_SHOT:
  9903. if (sd) {
  9904. skill_area_temp[1] = bl->id;
  9905. // Check surrounding
  9906. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9907. if (skill_area_temp[0])
  9908. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9909. // Main target always receives damage
  9910. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9911. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9912. }
  9913. else {
  9914. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9915. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9916. }
  9917. skill_area_temp[0] = 0;
  9918. skill_area_temp[1] = 0;
  9919. break;
  9920. case RL_FLICKER:
  9921. if (sd) {
  9922. sd->flicker = true;
  9923. skill_area_temp[1] = 0;
  9924. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9925. // Detonate RL_B_TRAP
  9926. if (pc_checkskill(sd, RL_B_TRAP))
  9927. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9928. // Detonate RL_H_MINE
  9929. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9930. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9931. sd->flicker = false;
  9932. }
  9933. break;
  9934. case SO_ELEMENTAL_SHIELD:
  9935. if (!sd || sd->status.party_id == 0 || flag&1) {
  9936. if (sd && sd->status.party_id == 0) {
  9937. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9938. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9939. elemental_delete(sd->ed);
  9940. }
  9941. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9942. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9943. }
  9944. else {
  9945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9946. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9947. elemental_delete(sd->ed);
  9948. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9949. }
  9950. break;
  9951. case SU_HIDE:
  9952. if (tsce) {
  9953. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9954. status_change_end(bl, type, INVALID_TIMER);
  9955. map_freeblock_unlock();
  9956. return 0;
  9957. }
  9958. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9959. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9960. break;
  9961. case SU_STOOP:
  9962. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9963. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9964. break;
  9965. case SU_SV_ROOTTWIST:
  9966. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9967. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  9968. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9969. break;
  9970. }
  9971. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  9972. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9973. else {
  9974. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9975. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  9976. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  9977. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  9978. }
  9979. break;
  9980. case SU_TUNABELLY:
  9981. {
  9982. unsigned int heal = 0;
  9983. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9984. heal = 0;
  9985. else if (status_get_hp(bl) != status_get_max_hp(bl))
  9986. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  9987. status_heal(bl, heal, 0, 1|2|4);
  9988. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9989. }
  9990. break;
  9991. case SU_BUNCHOFSHRIMP:
  9992. case SU_HISS:
  9993. case SU_PURRING:
  9994. case SU_SHRIMPARTY:
  9995. case SU_MEOWMEOW:
  9996. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  9997. int duration = skill_get_time(skill_id, skill_lv);
  9998. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  9999. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10000. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10001. } else if (sd) {
  10002. if (skill_id == SU_SHRIMPARTY)
  10003. sc_start(src, bl, SC_SHRIMPBLESSING, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  10004. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10005. }
  10006. break;
  10007. case SU_POWEROFFLOCK:
  10008. if (flag&1) {
  10009. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10010. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10011. } else {
  10012. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10013. if (battle_config.skill_wall_check)
  10014. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10015. else
  10016. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10017. }
  10018. break;
  10019. default:
  10020. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10021. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10022. map_freeblock_unlock();
  10023. return 1;
  10024. }
  10025. if (skill_id != SR_CURSEDCIRCLE) {
  10026. struct status_change *sc = status_get_sc(src);
  10027. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10028. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10029. }
  10030. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10031. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10032. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10033. }
  10034. if( sd && !(flag&1) )
  10035. {// ensure that the skill last-cast tick is recorded
  10036. sd->canskill_tick = gettick();
  10037. if( sd->state.arrow_atk )
  10038. {// consume arrow on last invocation to this skill.
  10039. battle_consume_ammo(sd, skill_id, skill_lv);
  10040. }
  10041. skill_onskillusage(sd, bl, skill_id, tick);
  10042. // perform skill requirement consumption
  10043. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10044. }
  10045. map_freeblock_unlock();
  10046. return 0;
  10047. }
  10048. /**
  10049. * Checking that causing skill failed
  10050. * @param src Caster
  10051. * @param target Target
  10052. * @param skill_id
  10053. * @param skill_lv
  10054. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10055. **/
  10056. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10057. int inf = skill_get_inf(skill_id);
  10058. int inf2 = skill_get_inf2(skill_id);
  10059. struct status_change *tsc = status_get_sc(target);
  10060. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  10061. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10062. switch (skill_id) {
  10063. case AL_HEAL:
  10064. case AL_INCAGI:
  10065. case AL_DECAGI:
  10066. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10067. case AB_RENOVATIO:
  10068. case AB_HIGHNESSHEAL:
  10069. if (tsc && tsc->option&OPTION_MADOGEAR)
  10070. return USESKILL_FAIL_TOTARGET;
  10071. break;
  10072. case RG_BACKSTAP:
  10073. {
  10074. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  10075. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  10076. return USESKILL_FAIL_MAX;
  10077. }
  10078. break;
  10079. case PR_TURNUNDEAD:
  10080. {
  10081. struct status_data *tstatus = status_get_status_data(target);
  10082. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10083. return USESKILL_FAIL_MAX;
  10084. }
  10085. break;
  10086. case PR_LEXDIVINA:
  10087. case MER_LEXDIVINA:
  10088. {
  10089. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10090. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10091. return USESKILL_FAIL_LEVEL;
  10092. else
  10093. return -1; //Works on silenced allies
  10094. }
  10095. break;
  10096. case RA_WUGSTRIKE:
  10097. // Check if path can be reached
  10098. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10099. return USESKILL_FAIL_MAX;
  10100. break;
  10101. case MG_NAPALMBEAT:
  10102. case MG_FIREBALL:
  10103. case HT_BLITZBEAT:
  10104. case AS_GRIMTOOTH:
  10105. case MO_COMBOFINISH:
  10106. case NC_VULCANARM:
  10107. case SR_TIGERCANNON:
  10108. // These can damage traps, but can't target traps directly
  10109. if (target->type == BL_SKILL) {
  10110. TBL_SKILL *su = (TBL_SKILL*)target;
  10111. if (!su || !su->group)
  10112. return USESKILL_FAIL_MAX;
  10113. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  10114. return USESKILL_FAIL_MAX;
  10115. }
  10116. break;
  10117. case RL_D_TAIL:
  10118. if (src) {
  10119. int count = 0;
  10120. if (battle_config.skill_wall_check)
  10121. count = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, 0, BCT_ENEMY, skill_area_sub_count);
  10122. else
  10123. count = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, 0, BCT_ENEMY, skill_area_sub_count);
  10124. if (!count) {
  10125. return USESKILL_FAIL_LEVEL;
  10126. }
  10127. }
  10128. break;
  10129. }
  10130. if (inf&INF_ATTACK_SKILL ||
  10131. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  10132. ) // Casted through combo.
  10133. inf = BCT_ENEMY; //Offensive skill.
  10134. else if (inf2&INF2_NO_ENEMY)
  10135. inf = BCT_NOENEMY;
  10136. else
  10137. inf = 0;
  10138. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  10139. inf |=
  10140. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  10141. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  10142. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10143. inf &= ~BCT_NEUTRAL;
  10144. }
  10145. switch (skill_id) {
  10146. // Cannot be casted to Emperium
  10147. case WZ_ESTIMATION:
  10148. case SL_SKE:
  10149. case SL_SKA:
  10150. case RK_PHANTOMTHRUST:
  10151. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10152. return USESKILL_FAIL_MAX;
  10153. break;
  10154. }
  10155. if (inf && battle_check_target(src, target, inf) <= 0) {
  10156. switch(skill_id) {
  10157. case RK_PHANTOMTHRUST:
  10158. case AB_CLEARANCE:
  10159. return USESKILL_FAIL_TOTARGET;
  10160. default:
  10161. return USESKILL_FAIL_LEVEL;
  10162. }
  10163. }
  10164. // Fogwall makes all offensive-type targetted skills fail at 75%
  10165. // Jump Kick can still fail even though you can jump to friendly targets.
  10166. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10167. return USESKILL_FAIL_LEVEL;
  10168. return -1;
  10169. }
  10170. /**
  10171. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10172. * @param tid
  10173. * @param tick
  10174. * @param data
  10175. **/
  10176. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  10177. {
  10178. struct block_list *target, *src;
  10179. struct map_session_data *sd;
  10180. struct mob_data *md;
  10181. struct unit_data *ud;
  10182. struct status_change *sc = NULL;
  10183. int flag = 0;
  10184. src = map_id2bl(id);
  10185. if( src == NULL )
  10186. {
  10187. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10188. return 0;// not found
  10189. }
  10190. ud = unit_bl2ud(src);
  10191. if( ud == NULL )
  10192. {
  10193. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10194. return 0;// ???
  10195. }
  10196. sd = BL_CAST(BL_PC, src);
  10197. md = BL_CAST(BL_MOB, src);
  10198. if( src->prev == NULL ) {
  10199. ud->skilltimer = INVALID_TIMER;
  10200. return 0;
  10201. }
  10202. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10203. if( ud->skilltimer != tid ) {
  10204. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10205. ud->skilltimer = INVALID_TIMER;
  10206. return 0;
  10207. }
  10208. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10209. {// restore original walk speed
  10210. ud->skilltimer = INVALID_TIMER;
  10211. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10212. } else
  10213. ud->skilltimer = INVALID_TIMER;
  10214. }
  10215. if (ud->skilltarget == id)
  10216. target = src;
  10217. else
  10218. target = map_id2bl(ud->skilltarget);
  10219. // Use a do so that you can break out of it when the skill fails.
  10220. do {
  10221. bool fail = false;
  10222. int8 res = USESKILL_FAIL_LEVEL;
  10223. if (!target || target->prev == NULL)
  10224. break;
  10225. if (src->m != target->m || status_isdead(src))
  10226. break;
  10227. //These should become skill_castend_pos
  10228. switch (ud->skill_id) {
  10229. case WE_CALLPARTNER:
  10230. if (sd)
  10231. clif_callpartner(sd);
  10232. case WE_CALLPARENT:
  10233. if (sd) {
  10234. struct map_session_data *f_sd = pc_get_father(sd);
  10235. struct map_session_data *m_sd = pc_get_mother(sd);
  10236. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10237. fail = true;
  10238. break;
  10239. }
  10240. }
  10241. case WE_CALLBABY:
  10242. if (sd) {
  10243. struct map_session_data *c_sd = pc_get_child(sd);
  10244. if (c_sd && c_sd->state.autotrade) {
  10245. fail = true;
  10246. break;
  10247. }
  10248. }
  10249. case AM_RESURRECTHOMUN:
  10250. case PF_SPIDERWEB:
  10251. {
  10252. //Find a random spot to place the skill. [Skotlex]
  10253. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10254. ud->skillx = target->x + splash;
  10255. ud->skilly = target->y + splash;
  10256. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10257. ud->skillx = target->x;
  10258. ud->skilly = target->y;
  10259. }
  10260. ud->skilltimer = tid;
  10261. return skill_castend_pos(tid,tick,id,data);
  10262. }
  10263. case GN_WALLOFTHORN:
  10264. case SC_ESCAPE:
  10265. case SU_CN_POWDERING:
  10266. ud->skillx = target->x;
  10267. ud->skilly = target->y;
  10268. ud->skilltimer = tid;
  10269. return skill_castend_pos(tid,tick,id,data);
  10270. }
  10271. // Failing
  10272. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10273. if (sd && res != USESKILL_FAIL_MAX)
  10274. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10275. break;
  10276. }
  10277. //Avoid doing double checks for instant-cast skills.
  10278. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10279. break;
  10280. if(md) {
  10281. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10282. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10283. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10284. }
  10285. if (src != target && battle_config.skill_add_range &&
  10286. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10287. {
  10288. if (sd) {
  10289. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10290. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10291. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10292. }
  10293. break;
  10294. }
  10295. #ifdef OFFICIAL_WALKPATH
  10296. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  10297. {
  10298. if (sd) {
  10299. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10300. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10301. }
  10302. break;
  10303. }
  10304. #endif
  10305. if( sd )
  10306. {
  10307. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10308. break;
  10309. else {
  10310. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10311. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(ud->skill_id)&INF3_HIT_EMP))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10312. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10313. break; // Show a skill fail message (Damage type consumes requirements)
  10314. }
  10315. }
  10316. }
  10317. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10318. break;
  10319. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10320. ud->state.running = 0;
  10321. status_change_end(src, SC_RUN, INVALID_TIMER);
  10322. flag = 1;
  10323. }
  10324. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10325. unit_stop_walking(src,1);
  10326. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10327. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10328. if (sd) { //Cooldown application
  10329. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10330. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10331. }
  10332. if( battle_config.display_status_timers && sd )
  10333. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10334. if( sd )
  10335. {
  10336. switch( ud->skill_id )
  10337. {
  10338. case GS_DESPERADO:
  10339. case RL_FIREDANCE:
  10340. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10341. break;
  10342. case CR_GRANDCROSS:
  10343. case NPC_GRANDDARKNESS:
  10344. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  10345. {
  10346. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  10347. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  10348. break;
  10349. }
  10350. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10351. break;
  10352. }
  10353. }
  10354. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10355. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10356. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10357. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10358. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10359. map_freeblock_lock();
  10360. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10361. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10362. else
  10363. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10364. sc = status_get_sc(src);
  10365. if(sc && sc->count) {
  10366. if (ud->skill_id != RA_CAMOUFLAGE)
  10367. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10368. if(sc->data[SC_SPIRIT] &&
  10369. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10370. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10371. ud->skill_id != WZ_WATERBALL)
  10372. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10373. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  10374. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10375. }
  10376. if (sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL) // they just set the data so leave it as it is.[Inkfish]
  10377. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10378. if (ud->skilltimer == INVALID_TIMER) {
  10379. if(md) md->skill_idx = -1;
  10380. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10381. ud->skill_lv = ud->skilltarget = 0;
  10382. }
  10383. map_freeblock_unlock();
  10384. return 1;
  10385. } while(0);
  10386. //Skill failed.
  10387. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10388. { //When Asura fails... (except when it fails from Wall of Fog)
  10389. //Consume SP/spheres
  10390. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10391. status_set_sp(src, 0, 0);
  10392. sc = &sd->sc;
  10393. if (sc->count)
  10394. { //End states
  10395. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10396. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10397. #ifdef RENEWAL
  10398. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10399. #endif
  10400. }
  10401. if( target && target->m == src->m ) { //Move character to target anyway.
  10402. short x, y;
  10403. short dir = map_calc_dir(src,target->x,target->y);
  10404. //Move 3 cells (From Caster)
  10405. if( dir > 0 && dir < 4 )
  10406. x = -3;
  10407. else if( dir > 4 )
  10408. x = 3;
  10409. else
  10410. x = 0;
  10411. if( dir > 2 && dir < 6 )
  10412. y = -3;
  10413. else if( dir == 7 || dir < 2 )
  10414. y = 3;
  10415. else
  10416. y = 0;
  10417. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10418. clif_blown(src);
  10419. clif_spiritball(src);
  10420. }
  10421. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10422. }
  10423. }
  10424. ud->skill_id = ud->skilltarget = 0;
  10425. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10426. ud->canact_tick = tick;
  10427. //You can't place a skill failed packet here because it would be
  10428. //sent in ALL cases, even cases where skill_check_condition fails
  10429. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10430. if(sd)
  10431. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10432. else if(md)
  10433. md->skill_idx = -1;
  10434. return 0;
  10435. }
  10436. /*==========================================
  10437. *
  10438. *------------------------------------------*/
  10439. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  10440. {
  10441. struct block_list* src = map_id2bl(id);
  10442. struct map_session_data *sd;
  10443. struct unit_data *ud = unit_bl2ud(src);
  10444. struct mob_data *md;
  10445. nullpo_ret(ud);
  10446. sd = BL_CAST(BL_PC , src);
  10447. md = BL_CAST(BL_MOB, src);
  10448. if( src->prev == NULL ) {
  10449. ud->skilltimer = INVALID_TIMER;
  10450. return 0;
  10451. }
  10452. if( ud->skilltimer != tid )
  10453. {
  10454. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10455. ud->skilltimer = INVALID_TIMER;
  10456. return 0;
  10457. }
  10458. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10459. {// restore original walk speed
  10460. ud->skilltimer = INVALID_TIMER;
  10461. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10462. } else
  10463. ud->skilltimer = INVALID_TIMER;
  10464. do {
  10465. int maxcount=0;
  10466. if( status_isdead(src) )
  10467. break;
  10468. if( !(src->type&battle_config.skill_reiteration) &&
  10469. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  10470. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  10471. )
  10472. {
  10473. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10474. break;
  10475. }
  10476. if( skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  10477. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  10478. )
  10479. {
  10480. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10481. break;
  10482. }
  10483. if( src->type&battle_config.land_skill_limit &&
  10484. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  10485. ) {
  10486. int i;
  10487. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  10488. if(ud->skillunit[i]->skill_id == ud->skill_id)
  10489. maxcount--;
  10490. }
  10491. if( maxcount == 0 )
  10492. {
  10493. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10494. break;
  10495. }
  10496. }
  10497. if(tid != INVALID_TIMER)
  10498. { //Avoid double checks on instant cast skills. [Skotlex]
  10499. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10500. break;
  10501. if (battle_config.skill_add_range &&
  10502. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  10503. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10504. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10505. break;
  10506. }
  10507. }
  10508. if( sd )
  10509. {
  10510. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10511. break;
  10512. else
  10513. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10514. }
  10515. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10516. break;
  10517. if(md) {
  10518. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10519. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10520. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10521. }
  10522. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10523. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10524. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10525. if (ud->walktimer != INVALID_TIMER)
  10526. unit_stop_walking(src,1);
  10527. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10528. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10529. if (sd) { //Cooldown application
  10530. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10531. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10532. }
  10533. if( battle_config.display_status_timers && sd )
  10534. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10535. // if( sd )
  10536. // {
  10537. // switch( ud->skill_id )
  10538. // {
  10539. // case ????:
  10540. // sd->canequip_tick = tick + ????;
  10541. // break;
  10542. // }
  10543. // }
  10544. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10545. map_freeblock_lock();
  10546. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10547. if (ud->skill_id != RA_CAMOUFLAGE)
  10548. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10549. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10550. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10551. if (ud->skilltimer == INVALID_TIMER) {
  10552. if (md) md->skill_idx = -1;
  10553. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10554. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10555. }
  10556. map_freeblock_unlock();
  10557. return 1;
  10558. } while(0);
  10559. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10560. ud->canact_tick = tick;
  10561. ud->skill_id = ud->skill_lv = 0;
  10562. if(sd)
  10563. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10564. else if(md)
  10565. md->skill_idx = -1;
  10566. return 0;
  10567. }
  10568. /* skill count without self */
  10569. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10570. struct block_list* src = va_arg(ap, struct block_list*);
  10571. if( src->id != bl->id ) {
  10572. return 1;
  10573. }
  10574. return 0;
  10575. }
  10576. /*==========================================
  10577. *
  10578. *------------------------------------------*/
  10579. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10580. {
  10581. struct map_session_data* sd;
  10582. struct status_change* sc;
  10583. struct status_change_entry *sce;
  10584. struct skill_unit_group* sg;
  10585. enum sc_type type;
  10586. int i;
  10587. //if(skill_lv <= 0) return 0;
  10588. if(skill_id > 0 && !skill_lv) return 0; // celest
  10589. nullpo_ret(src);
  10590. if(status_isdead(src))
  10591. return 0;
  10592. sd = BL_CAST(BL_PC, src);
  10593. sc = status_get_sc(src);
  10594. type = status_skill2sc(skill_id);
  10595. sce = (sc && type != -1)?sc->data[type]:NULL;
  10596. switch (skill_id) { //Skill effect.
  10597. case WZ_METEOR:
  10598. case WZ_ICEWALL:
  10599. case MO_BODYRELOCATION:
  10600. case CR_CULTIVATION:
  10601. case HW_GANBANTEIN:
  10602. case LG_EARTHDRIVE:
  10603. case SC_ESCAPE:
  10604. case SU_CN_METEOR:
  10605. break; //Effect is displayed on respective switch case.
  10606. default:
  10607. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10608. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10609. else
  10610. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10611. }
  10612. switch(skill_id)
  10613. {
  10614. case PR_BENEDICTIO:
  10615. skill_area_temp[1] = src->id;
  10616. i = skill_get_splash(skill_id, skill_lv);
  10617. map_foreachinallarea(skill_area_sub,
  10618. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10619. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10620. skill_castend_nodamage_id);
  10621. map_foreachinallarea(skill_area_sub,
  10622. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10623. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10624. skill_castend_damage_id);
  10625. break;
  10626. case BS_HAMMERFALL:
  10627. i = skill_get_splash(skill_id, skill_lv);
  10628. map_foreachinallarea(skill_area_sub,
  10629. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10630. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10631. skill_castend_nodamage_id);
  10632. break;
  10633. case HT_DETECTING:
  10634. i = skill_get_splash(skill_id, skill_lv);
  10635. map_foreachinallarea( status_change_timer_sub,
  10636. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10637. src,NULL,SC_SIGHT,tick);
  10638. skill_reveal_trap_inarea(src, i, x, y);
  10639. break;
  10640. case SR_RIDEINLIGHTNING:
  10641. i = skill_get_splash(skill_id, skill_lv);
  10642. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10643. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10644. break;
  10645. case SA_VOLCANO:
  10646. case SA_DELUGE:
  10647. case SA_VIOLENTGALE:
  10648. { //Does not consumes if the skill is already active. [Skotlex]
  10649. struct skill_unit_group *sg2;
  10650. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10651. {
  10652. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10653. {
  10654. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10655. return 0; // not to consume items
  10656. }
  10657. else
  10658. sg2->limit = 0; //Disable it.
  10659. }
  10660. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10661. break;
  10662. }
  10663. // Skill Unit Setting
  10664. case MG_SAFETYWALL:
  10665. case MG_FIREWALL:
  10666. case MG_THUNDERSTORM:
  10667. case AL_PNEUMA:
  10668. case WZ_FIREPILLAR:
  10669. case WZ_QUAGMIRE:
  10670. case WZ_VERMILION:
  10671. case WZ_STORMGUST:
  10672. case WZ_HEAVENDRIVE:
  10673. case PR_SANCTUARY:
  10674. case PR_MAGNUS:
  10675. case CR_GRANDCROSS:
  10676. case NPC_GRANDDARKNESS:
  10677. case HT_SKIDTRAP:
  10678. case MA_SKIDTRAP:
  10679. case HT_LANDMINE:
  10680. case MA_LANDMINE:
  10681. case HT_ANKLESNARE:
  10682. case HT_SHOCKWAVE:
  10683. case HT_SANDMAN:
  10684. case MA_SANDMAN:
  10685. case HT_FLASHER:
  10686. case HT_FREEZINGTRAP:
  10687. case MA_FREEZINGTRAP:
  10688. case HT_BLASTMINE:
  10689. case HT_CLAYMORETRAP:
  10690. case AS_VENOMDUST:
  10691. case AM_DEMONSTRATION:
  10692. case PF_FOGWALL:
  10693. case PF_SPIDERWEB:
  10694. case HT_TALKIEBOX:
  10695. case WE_CALLPARTNER:
  10696. case WE_CALLPARENT:
  10697. case WE_CALLBABY:
  10698. case SA_LANDPROTECTOR:
  10699. case BD_LULLABY:
  10700. case BD_RICHMANKIM:
  10701. case BD_ETERNALCHAOS:
  10702. case BD_DRUMBATTLEFIELD:
  10703. case BD_RINGNIBELUNGEN:
  10704. case BD_ROKISWEIL:
  10705. case BD_INTOABYSS:
  10706. case BD_SIEGFRIED:
  10707. case BA_DISSONANCE:
  10708. case BA_POEMBRAGI:
  10709. case BA_WHISTLE:
  10710. case BA_ASSASSINCROSS:
  10711. case BA_APPLEIDUN:
  10712. case DC_UGLYDANCE:
  10713. case DC_HUMMING:
  10714. case DC_DONTFORGETME:
  10715. case DC_FORTUNEKISS:
  10716. case DC_SERVICEFORYOU:
  10717. case CG_MOONLIT:
  10718. case GS_DESPERADO:
  10719. case NJ_KAENSIN:
  10720. case NJ_BAKUENRYU:
  10721. case NJ_SUITON:
  10722. case NJ_HYOUSYOURAKU:
  10723. case NJ_RAIGEKISAI:
  10724. case NJ_KAMAITACHI:
  10725. #ifdef RENEWAL
  10726. case NJ_HUUMA:
  10727. #endif
  10728. case NPC_EVILLAND:
  10729. case NPC_VENOMFOG:
  10730. case RA_ELECTRICSHOCKER:
  10731. case RA_CLUSTERBOMB:
  10732. case RA_MAGENTATRAP:
  10733. case RA_COBALTTRAP:
  10734. case RA_MAIZETRAP:
  10735. case RA_VERDURETRAP:
  10736. case RA_FIRINGTRAP:
  10737. case RA_ICEBOUNDTRAP:
  10738. case SC_MANHOLE:
  10739. case SC_DIMENSIONDOOR:
  10740. case SC_CHAOSPANIC:
  10741. case SC_MAELSTROM:
  10742. case SC_BLOODYLUST:
  10743. case WM_REVERBERATION:
  10744. case WM_POEMOFNETHERWORLD:
  10745. case SO_PSYCHIC_WAVE:
  10746. case SO_VACUUM_EXTREME:
  10747. case GN_THORNS_TRAP:
  10748. case GN_HELLS_PLANT:
  10749. case SO_EARTHGRAVE:
  10750. case SO_DIAMONDDUST:
  10751. case SO_FIRE_INSIGNIA:
  10752. case SO_WATER_INSIGNIA:
  10753. case SO_WIND_INSIGNIA:
  10754. case SO_EARTH_INSIGNIA:
  10755. case KO_HUUMARANKA:
  10756. case KO_BAKURETSU:
  10757. case KO_ZENKAI:
  10758. case MH_LAVA_SLIDE:
  10759. case MH_VOLCANIC_ASH:
  10760. case MH_POISON_MIST:
  10761. case MH_STEINWAND:
  10762. case MH_XENO_SLASHER:
  10763. case LG_KINGS_GRACE:
  10764. case RL_B_TRAP:
  10765. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10766. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10767. case GN_WALLOFTHORN:
  10768. case GN_DEMONIC_FIRE:
  10769. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10770. break;
  10771. case WZ_ICEWALL:
  10772. flag|=1;
  10773. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10774. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10775. break;
  10776. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10777. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10778. flag|=1;
  10779. break;
  10780. case HP_BASILICA:
  10781. if( sc->data[SC_BASILICA] ) {
  10782. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10783. return 0;
  10784. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10785. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10786. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10787. return 0;
  10788. }
  10789. skill_clear_unitgroup(src);
  10790. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10791. flag|=1;
  10792. }
  10793. break;
  10794. case CG_HERMODE:
  10795. skill_clear_unitgroup(src);
  10796. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10797. sc_start4(src,src,SC_DANCING,100,
  10798. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10799. flag|=1;
  10800. break;
  10801. case RG_CLEANER: // [Valaris]
  10802. i = skill_get_splash(skill_id, skill_lv);
  10803. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  10804. break;
  10805. case SO_WARMER:
  10806. case SO_CLOUD_KILL:
  10807. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  10808. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10809. break;
  10810. case SU_CN_POWDERING:
  10811. case SU_NYANGGRASS:
  10812. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  10813. if (skill_id == SU_CN_POWDERING)
  10814. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  10815. else
  10816. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10817. }
  10818. flag |= 1;
  10819. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  10820. break;
  10821. case WZ_METEOR:
  10822. case SU_CN_METEOR: {
  10823. int area = skill_get_splash(skill_id, skill_lv);
  10824. short tmpx = 0, tmpy = 0;
  10825. if (sd && skill_id == SU_CN_METEOR) {
  10826. short item_idx = pc_search_inventory(sd, ITEMID_CATNIP_FRUIT);
  10827. if (item_idx >= 0) {
  10828. pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
  10829. flag |= 1;
  10830. }
  10831. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  10832. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  10833. }
  10834. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  10835. // Creates a random Cell in the Splash Area
  10836. tmpx = x - area + rnd()%(area * 2 + 1);
  10837. tmpy = y - area + rnd()%(area * 2 + 1);
  10838. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  10839. }
  10840. }
  10841. break;
  10842. case AL_WARP:
  10843. if(sd)
  10844. {
  10845. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10846. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10847. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10848. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10849. );
  10850. }
  10851. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10852. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10853. return 0; // not to consume item.
  10854. case MO_BODYRELOCATION:
  10855. if (unit_movepos(src, x, y, 2, 1)) {
  10856. #if PACKETVER >= 20111005
  10857. clif_snap(src, src->x, src->y);
  10858. #else
  10859. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10860. #endif
  10861. if (sd)
  10862. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10863. }
  10864. break;
  10865. case NJ_SHADOWJUMP:
  10866. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10867. clif_blown(src);
  10868. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10869. break;
  10870. case AM_SPHEREMINE:
  10871. case AM_CANNIBALIZE:
  10872. {
  10873. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10874. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10875. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10876. struct mob_data *md;
  10877. // Correct info, don't change any of this! [celest]
  10878. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10879. if (md) {
  10880. md->master_id = src->id;
  10881. md->special_state.ai = ai;
  10882. if( md->deletetimer != INVALID_TIMER )
  10883. delete_timer(md->deletetimer, mob_timer_delete);
  10884. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10885. mob_spawn (md); //Now it is ready for spawning.
  10886. }
  10887. }
  10888. break;
  10889. // Slim Pitcher [Celest]
  10890. case CR_SLIMPITCHER:
  10891. if (sd) {
  10892. int i_lv = 0, j = 0;
  10893. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10894. i_lv = skill_lv%11 - 1;
  10895. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10896. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  10897. {
  10898. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10899. return 1;
  10900. }
  10901. potion_flag = 1;
  10902. potion_hp = 0;
  10903. potion_sp = 0;
  10904. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10905. potion_flag = 0;
  10906. //Apply skill bonuses
  10907. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10908. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10909. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10910. + pc_skillheal_bonus(sd, skill_id);
  10911. potion_hp = potion_hp * (100+i_lv)/100;
  10912. potion_sp = potion_sp * (100+i_lv)/100;
  10913. if(potion_hp > 0 || potion_sp > 0) {
  10914. i_lv = skill_get_splash(skill_id, skill_lv);
  10915. map_foreachinallarea(skill_area_sub,
  10916. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10917. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10918. skill_castend_nodamage_id);
  10919. }
  10920. } else {
  10921. int id = skill_get_itemid(skill_id, skill_lv);
  10922. struct item_data *item;
  10923. item = itemdb_search(id);
  10924. potion_flag = 1;
  10925. potion_hp = 0;
  10926. potion_sp = 0;
  10927. run_script(item->script,0,src->id,0);
  10928. potion_flag = 0;
  10929. id = skill_get_max(CR_SLIMPITCHER)*10;
  10930. potion_hp = potion_hp * (100+id)/100;
  10931. potion_sp = potion_sp * (100+id)/100;
  10932. if(potion_hp > 0 || potion_sp > 0) {
  10933. id = skill_get_splash(skill_id, skill_lv);
  10934. map_foreachinallarea(skill_area_sub,
  10935. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10936. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10937. skill_castend_nodamage_id);
  10938. }
  10939. }
  10940. break;
  10941. case HW_GANBANTEIN:
  10942. if (rnd()%100 < 80) {
  10943. int dummy = 1;
  10944. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10945. i = skill_get_splash(skill_id, skill_lv);
  10946. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10947. } else {
  10948. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10949. return 1;
  10950. }
  10951. break;
  10952. case HW_GRAVITATION:
  10953. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10954. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10955. flag|=1;
  10956. break;
  10957. // Plant Cultivation [Celest]
  10958. case CR_CULTIVATION:
  10959. if (sd) {
  10960. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10961. {
  10962. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10963. return 1;
  10964. }
  10965. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10966. if (rnd()%100 < 50) {
  10967. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10968. } else {
  10969. TBL_MOB* md = NULL;
  10970. int t, mob_id;
  10971. if (skill_lv == 1)
  10972. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  10973. else {
  10974. int rand_val = rnd() % 100;
  10975. if (rand_val < 30)
  10976. mob_id = MOBID_GREEN_PLANT;
  10977. else if (rand_val < 55)
  10978. mob_id = MOBID_RED_PLANT;
  10979. else if (rand_val < 80)
  10980. mob_id = MOBID_YELLOW_PLANT;
  10981. else if (rand_val < 90)
  10982. mob_id = MOBID_WHITE_PLANT;
  10983. else if (rand_val < 98)
  10984. mob_id = MOBID_BLUE_PLANT;
  10985. else
  10986. mob_id = MOBID_SHINING_PLANT;
  10987. }
  10988. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  10989. if (!md)
  10990. break;
  10991. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10992. {
  10993. if( md->deletetimer != INVALID_TIMER )
  10994. delete_timer(md->deletetimer, mob_timer_delete);
  10995. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10996. }
  10997. mob_spawn(md);
  10998. }
  10999. }
  11000. break;
  11001. case SG_SUN_WARM:
  11002. case SG_MOON_WARM:
  11003. case SG_STAR_WARM:
  11004. skill_clear_unitgroup(src);
  11005. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  11006. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11007. flag|=1;
  11008. break;
  11009. case PA_GOSPEL:
  11010. if (sce && sce->val4 == BCT_SELF)
  11011. {
  11012. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11013. return 0;
  11014. }
  11015. else
  11016. {
  11017. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11018. if (!sg) break;
  11019. if (sce)
  11020. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11021. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11022. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11023. }
  11024. break;
  11025. case NJ_TATAMIGAESHI:
  11026. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11027. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11028. break;
  11029. case AM_RESURRECTHOMUN: //[orn]
  11030. if (sd)
  11031. {
  11032. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11033. {
  11034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11035. break;
  11036. }
  11037. }
  11038. break;
  11039. case RK_WINDCUTTER:
  11040. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  11041. case AC_SHOWER:
  11042. if (skill_id == AC_SHOWER)
  11043. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11044. case MA_SHOWER:
  11045. case NC_COLDSLOWER:
  11046. case RK_DRAGONBREATH:
  11047. case RK_DRAGONBREATH_WATER:
  11048. // Cast center might be relevant later (e.g. for knockback direction)
  11049. skill_area_temp[4] = x;
  11050. skill_area_temp[5] = y;
  11051. i = skill_get_splash(skill_id,skill_lv);
  11052. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11053. break;
  11054. case SO_ARRULLO:
  11055. i = skill_get_splash(skill_id,skill_lv);
  11056. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  11057. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11058. break;
  11059. case GC_POISONSMOKE:
  11060. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11061. if( sd )
  11062. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  11063. return 0;
  11064. }
  11065. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  11066. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  11067. break;
  11068. case AB_EPICLESIS:
  11069. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  11070. i = skill_get_splash(skill_id, skill_lv);
  11071. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  11072. }
  11073. break;
  11074. case WL_COMET:
  11075. case NPC_COMET:
  11076. if( sc ) {
  11077. sc->comet_x = x;
  11078. sc->comet_y = y;
  11079. }
  11080. i = skill_get_splash(skill_id,skill_lv);
  11081. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11082. break;
  11083. case WL_EARTHSTRAIN:
  11084. {
  11085. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  11086. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  11087. for( w = 1; w <= wave; w++ )
  11088. {
  11089. switch( dir ){
  11090. case 0: case 1: case 7: sy = y + w; break;
  11091. case 3: case 4: case 5: sy = y - w; break;
  11092. case 2: sx = x - w; break;
  11093. case 6: sx = x + w; break;
  11094. }
  11095. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11096. }
  11097. }
  11098. break;
  11099. case RA_DETONATOR:
  11100. i = skill_get_splash(skill_id, skill_lv);
  11101. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11102. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  11103. break;
  11104. case NC_NEUTRALBARRIER:
  11105. case NC_STEALTHFIELD:
  11106. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11107. skill_clear_unitgroup(src);
  11108. return 0;
  11109. }
  11110. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11111. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11112. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11113. }
  11114. break;
  11115. case NC_SILVERSNIPER:
  11116. {
  11117. struct mob_data *md;
  11118. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11119. if( md ) {
  11120. md->master_id = src->id;
  11121. md->special_state.ai = AI_FAW;
  11122. if( md->deletetimer != INVALID_TIMER )
  11123. delete_timer(md->deletetimer, mob_timer_delete);
  11124. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11125. mob_spawn(md);
  11126. }
  11127. }
  11128. break;
  11129. case NC_MAGICDECOY:
  11130. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11131. break;
  11132. case SC_FEINTBOMB: {
  11133. struct skill_unit_group *group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11134. if( group == NULL || group->unit == NULL ) {
  11135. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11136. return 1;
  11137. }
  11138. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  11139. pc_setinvincibletimer(sd, skill_get_time(skill_id, skill_lv));
  11140. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11141. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11142. }
  11143. break;
  11144. case SC_ESCAPE:
  11145. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11146. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_NONE);
  11147. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11148. flag |= 1;
  11149. break;
  11150. case LG_OVERBRAND: {
  11151. int dir = map_calc_dir(src,x,y);
  11152. int sx = src->x, sy = src->y;
  11153. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  11154. for( i = 0; i < layout->count; i++ )
  11155. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11156. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  11157. }
  11158. break;
  11159. case LG_BANDING:
  11160. if( sc && sc->data[SC_BANDING] )
  11161. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11162. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11163. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11164. if( sd ) pc_banding(sd,skill_lv);
  11165. }
  11166. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11167. break;
  11168. case LG_RAYOFGENESIS:
  11169. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  11170. i = skill_get_splash(skill_id,skill_lv);
  11171. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,
  11172. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11173. } else if( sd )
  11174. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11175. break;
  11176. case WM_DOMINION_IMPULSE:
  11177. i = skill_get_splash(skill_id, skill_lv);
  11178. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11179. break;
  11180. case WM_GREAT_ECHO:
  11181. case WM_SOUND_OF_DESTRUCTION:
  11182. i = skill_get_splash(skill_id,skill_lv);
  11183. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11184. break;
  11185. case WM_SEVERE_RAINSTORM:
  11186. flag |= 1;
  11187. if (sd)
  11188. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11189. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11190. break;
  11191. case GN_CRAZYWEED: {
  11192. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11193. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11194. int x1 = x - area + rnd()%(area * 2 + 1);
  11195. int y1 = y - area + rnd()%(area * 2 + 1);
  11196. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11197. }
  11198. }
  11199. break;
  11200. case GN_FIRE_EXPANSION: {
  11201. int i_su;
  11202. struct unit_data *ud = unit_bl2ud(src);
  11203. if( !ud ) break;
  11204. for(i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su++) {
  11205. struct skill_unit *su = ud->skillunit[i_su]->unit;
  11206. struct skill_unit_group *sg = ud->skillunit[i_su]->unit->group;
  11207. if (ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  11208. switch (skill_lv) {
  11209. case 1: {
  11210. int duration = sg->limit - DIFF_TICK(tick, sg->tick);
  11211. skill_delunit(su);
  11212. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  11213. flag |= 1;
  11214. }
  11215. break;
  11216. case 2:
  11217. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11218. if (su != NULL)
  11219. skill_delunit(su);
  11220. break;
  11221. case 3:
  11222. skill_delunit(su);
  11223. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11224. flag |= 1;
  11225. break;
  11226. case 4:
  11227. skill_delunit(su);
  11228. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11229. flag |= 1;
  11230. break;
  11231. case 5: {
  11232. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11233. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  11234. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11235. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11236. if (su != NULL)
  11237. skill_delunit(su);
  11238. }
  11239. break;
  11240. }
  11241. }
  11242. }
  11243. }
  11244. break;
  11245. case SO_FIREWALK:
  11246. case SO_ELECTRICWALK:
  11247. if( sc && sc->data[type] )
  11248. status_change_end(src,type,INVALID_TIMER);
  11249. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11250. break;
  11251. case KO_MAKIBISHI:
  11252. for( i = 0; i < (skill_lv+2); i++ ) {
  11253. x = src->x - 1 + rnd()%3;
  11254. y = src->y - 1 + rnd()%3;
  11255. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11256. }
  11257. break;
  11258. case KO_MUCHANAGE: {
  11259. struct status_data *sstatus;
  11260. int rate = 0;
  11261. sstatus = status_get_status_data(src);
  11262. i = skill_get_splash(skill_id,skill_lv);
  11263. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11264. if( rate < 0 )
  11265. rate = 0;
  11266. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  11267. if( rnd()%100 < rate )
  11268. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11269. }
  11270. break;
  11271. case RL_FALLEN_ANGEL:
  11272. if (unit_movepos(src,x,y,1,1)) {
  11273. clif_snap(src, src->x, src->y);
  11274. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11275. } else {
  11276. if (sd)
  11277. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11278. }
  11279. break;
  11280. case RL_FIRE_RAIN: {
  11281. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11282. int sx = x = src->x, sy = y = src->y;
  11283. for (w = 0; w <= wave; w++) {
  11284. switch (dir) {
  11285. case DIR_NORTH:
  11286. case DIR_NORTHWEST:
  11287. case DIR_NORTHEAST:
  11288. sy = y + w;
  11289. break;
  11290. case DIR_WEST:
  11291. sx = x - w;
  11292. break;
  11293. case DIR_SOUTHWEST:
  11294. case DIR_SOUTH:
  11295. case DIR_SOUTHEAST:
  11296. sy = y - w;
  11297. break;
  11298. case DIR_EAST:
  11299. sx = x + w;
  11300. break;
  11301. }
  11302. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11303. }
  11304. }
  11305. break;
  11306. case NC_MAGMA_ERUPTION:
  11307. // 1st, AoE 'slam' damage
  11308. i = skill_get_splash(skill_id, skill_lv);
  11309. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11310. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11311. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  11312. // 2nd, AoE 'eruption' unit
  11313. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  11314. }
  11315. break;
  11316. case SU_LOPE:
  11317. {
  11318. uint8 dir = map_calc_dir(src, x, y);
  11319. // Fails on noteleport maps, except for GvG and BG maps
  11320. if (map[src->m].flag.noteleport && !(map[src->m].flag.battleground || map_flag_gvg2(src->m))) {
  11321. x = src->x;
  11322. y = src->y;
  11323. } else if (dir%2) { // Diagonal
  11324. x += dirx[dir] * (skill_lv * 4) / 3;
  11325. y += diry[dir] * (skill_lv * 4) / 3;
  11326. } else {
  11327. x += dirx[dir] * skill_lv * 2;
  11328. y += diry[dir] * skill_lv * 2;
  11329. }
  11330. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11331. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  11332. clif_blown(src);
  11333. }
  11334. break;
  11335. default:
  11336. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11337. return 1;
  11338. }
  11339. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11340. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11341. if( sd )
  11342. {// ensure that the skill last-cast tick is recorded
  11343. sd->canskill_tick = gettick();
  11344. if( sd->state.arrow_atk && !(flag&1) )
  11345. {// consume arrow if this is a ground skill
  11346. battle_consume_ammo(sd, skill_id, skill_lv);
  11347. }
  11348. skill_onskillusage(sd, NULL, skill_id, tick);
  11349. // perform skill requirement consumption
  11350. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11351. }
  11352. return 0;
  11353. }
  11354. /*==========================================
  11355. *
  11356. *------------------------------------------*/
  11357. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11358. {
  11359. nullpo_ret(sd);
  11360. //Simplify skill_failed code.
  11361. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11362. if(skill_id != sd->menuskill_id)
  11363. return 0;
  11364. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11365. skill_failed(sd);
  11366. return 0;
  11367. }
  11368. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11369. skill_failed(sd);
  11370. return 0;
  11371. }
  11372. pc_stop_attack(sd);
  11373. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11374. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11375. if(strcmp(mapname,"cancel")==0) {
  11376. skill_failed(sd);
  11377. return 0;
  11378. }
  11379. switch(skill_id)
  11380. {
  11381. case AL_TELEPORT:
  11382. case ALL_ODINS_RECALL:
  11383. //The storage window is closed automatically by the client when there's
  11384. //any kind of map change, so we need to restore it automatically
  11385. //bugreport:8027
  11386. if(strcmp(mapname,"Random") == 0)
  11387. pc_randomwarp(sd,CLR_TELEPORT);
  11388. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11389. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11390. clif_refresh_storagewindow(sd);
  11391. break;
  11392. case AL_WARP:
  11393. {
  11394. const struct point *p[4];
  11395. struct skill_unit_group *group;
  11396. int i, lv, wx, wy;
  11397. int maxcount=0;
  11398. int x,y;
  11399. unsigned short mapindex;
  11400. mapindex = mapindex_name2id((char*)mapname);
  11401. if(!mapindex) { //Given map not found?
  11402. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11403. skill_failed(sd);
  11404. return 0;
  11405. }
  11406. p[0] = &sd->status.save_point;
  11407. p[1] = &sd->status.memo_point[0];
  11408. p[2] = &sd->status.memo_point[1];
  11409. p[3] = &sd->status.memo_point[2];
  11410. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11411. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11412. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11413. maxcount--;
  11414. }
  11415. if(!maxcount) {
  11416. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11417. skill_failed(sd);
  11418. return 0;
  11419. }
  11420. }
  11421. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11422. wx = sd->menuskill_val>>16;
  11423. wy = sd->menuskill_val&0xffff;
  11424. if( lv <= 0 ) return 0;
  11425. if( lv > 4 ) lv = 4; // crash prevention
  11426. // check if the chosen map exists in the memo list
  11427. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11428. if( i < lv ) {
  11429. x=p[i]->x;
  11430. y=p[i]->y;
  11431. } else {
  11432. skill_failed(sd);
  11433. return 0;
  11434. }
  11435. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11436. { // This checks versus skill_id/skill_lv...
  11437. skill_failed(sd);
  11438. return 0;
  11439. }
  11440. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11441. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11442. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11443. skill_failed(sd);
  11444. return 0;
  11445. }
  11446. group->val1 = (group->val1<<16)|(short)0;
  11447. // record the destination coordinates
  11448. group->val2 = (x<<16)|y;
  11449. group->val3 = mapindex;
  11450. }
  11451. break;
  11452. }
  11453. sd->menuskill_id = sd->menuskill_val = 0;
  11454. return 0;
  11455. #undef skill_failed
  11456. }
  11457. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11458. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11459. {
  11460. struct skill_unit* target = (struct skill_unit*)bl;
  11461. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11462. int flag = va_arg(ap, int);
  11463. if (src == target)
  11464. return 0;
  11465. if (!target->group || !(target->group->state.song_dance&0x1))
  11466. return 0;
  11467. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  11468. return 0;
  11469. if (flag) //Set dissonance
  11470. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  11471. else //Remove dissonance
  11472. target->val2 &= ~UF_ENSEMBLE;
  11473. skill_getareachar_skillunit_visibilty(target, AREA);
  11474. return 1;
  11475. }
  11476. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11477. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11478. //When 1, this unit has been positioned, so start the cancel effect.
  11479. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11480. {
  11481. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11482. return 0;
  11483. if (!flag && !(unit->val2&UF_ENSEMBLE))
  11484. return 0; //Nothing to remove, this unit is not overlapped.
  11485. if (unit->val1 != unit->group->skill_id)
  11486. { //Reset state
  11487. unit->val1 = unit->group->skill_id;
  11488. unit->val2 &= ~UF_ENSEMBLE;
  11489. }
  11490. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11491. }
  11492. /**
  11493. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11494. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11495. * @param flag 0 Convert
  11496. * @param flag 1 Revert
  11497. * @return true success
  11498. * @TODO: This should be completely removed later and rewritten
  11499. * The entire execution of the overlapping songs instances is dirty and hacked together
  11500. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11501. */
  11502. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11503. {
  11504. static int prevflag = 1; // by default the backup is empty
  11505. static struct skill_unit_group backup;
  11506. struct skill_unit_group* group;
  11507. if( unit == NULL || (group = unit->group) == NULL )
  11508. return false;
  11509. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  11510. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  11511. return false;
  11512. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11513. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11514. flag ? "read an empty backup" : "write to a full backup",
  11515. group->skill_id, group->skill_lv, group->src_id);
  11516. return false;
  11517. }
  11518. prevflag = flag;
  11519. if (!flag) { //Transform
  11520. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  11521. // backup
  11522. backup.skill_id = group->skill_id;
  11523. backup.skill_lv = group->skill_lv;
  11524. backup.unit_id = group->unit_id;
  11525. backup.target_flag = group->target_flag;
  11526. backup.bl_flag = group->bl_flag;
  11527. backup.interval = group->interval;
  11528. // replace
  11529. group->skill_id = skill_id;
  11530. group->skill_lv = 1;
  11531. group->unit_id = skill_get_unit_id(skill_id,0);
  11532. group->target_flag = skill_get_unit_target(skill_id);
  11533. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11534. group->interval = skill_get_unit_interval(skill_id);
  11535. } else { //Restore
  11536. group->skill_id = backup.skill_id;
  11537. group->skill_lv = backup.skill_lv;
  11538. group->unit_id = backup.unit_id;
  11539. group->target_flag = backup.target_flag;
  11540. group->bl_flag = backup.bl_flag;
  11541. group->interval = backup.interval;
  11542. }
  11543. return true;
  11544. }
  11545. /**
  11546. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11547. * @param src Object that triggers the skill
  11548. * @param skill_id Skill ID
  11549. * @param skill_lv Skill level of used skill
  11550. * @param x Position x
  11551. * @param y Position y
  11552. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11553. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  11554. * @return skill_unit_group
  11555. */
  11556. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11557. {
  11558. struct skill_unit_group *group;
  11559. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11560. int link_group_id = 0;
  11561. int target, interval, range, unit_flag, req_item = 0;
  11562. struct s_skill_unit_layout *layout;
  11563. struct map_session_data *sd;
  11564. struct status_data *status;
  11565. struct status_change *sc;
  11566. int active_flag = 1;
  11567. int subunt = 0;
  11568. bool hidden = false;
  11569. nullpo_retr(NULL, src);
  11570. limit = skill_get_time(skill_id,skill_lv);
  11571. range = skill_get_unit_range(skill_id,skill_lv);
  11572. interval = skill_get_unit_interval(skill_id);
  11573. target = skill_get_unit_target(skill_id);
  11574. unit_flag = skill_get_unit_flag(skill_id);
  11575. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11576. sd = BL_CAST(BL_PC, src);
  11577. status = status_get_status_data(src);
  11578. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11579. hidden = (unit_flag&UF_HIDDEN_TRAP && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  11580. switch( skill_id ) {
  11581. case MH_STEINWAND:
  11582. val2 = 4 + skill_lv;
  11583. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11584. break;
  11585. case MG_SAFETYWALL:
  11586. #ifdef RENEWAL
  11587. val2 = status_get_max_hp(src) * 3;
  11588. #else
  11589. val2 = skill_lv+1;
  11590. #endif
  11591. break;
  11592. case MG_FIREWALL:
  11593. if(sc && sc->data[SC_VIOLENTGALE])
  11594. limit = limit*3/2;
  11595. val2 = 4+skill_lv;
  11596. break;
  11597. case AL_WARP:
  11598. val1=skill_lv+6;
  11599. if(!(flag&1))
  11600. limit=2000;
  11601. else // previous implementation (not used anymore)
  11602. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11603. if( src->type != BL_SKILL ) return NULL;
  11604. group = ((TBL_SKILL*)src)->group;
  11605. src = map_id2bl(group->src_id);
  11606. if( !src ) return NULL;
  11607. val2 = group->val2; //Copy the (x,y) position you warp to
  11608. val3 = group->val3; //as well as the mapindex to warp to.
  11609. }
  11610. break;
  11611. case HP_BASILICA:
  11612. val1 = src->id; // Store caster id.
  11613. break;
  11614. case PR_SANCTUARY:
  11615. case NPC_EVILLAND:
  11616. val1=skill_lv+3;
  11617. break;
  11618. case WZ_METEOR:
  11619. case SU_CN_METEOR:
  11620. limit = flag - (flag&1);
  11621. val1 = (flag&1);
  11622. flag = 0; // Flag should not influence anything else for these skills
  11623. break;
  11624. case WZ_FIREPILLAR:
  11625. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11626. return NULL;
  11627. if((flag&1)!=0)
  11628. limit=1000;
  11629. val1=skill_lv+2;
  11630. break;
  11631. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11632. case AM_DEMONSTRATION:
  11633. case GN_HELLS_PLANT:
  11634. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11635. return NULL;
  11636. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11637. && (src->type&battle_config.vs_traps_bctall))
  11638. target = BCT_ALL;
  11639. break;
  11640. case HT_SKIDTRAP:
  11641. case MA_SKIDTRAP:
  11642. //Save position of caster
  11643. val1 = ((src->x)<<16)|(src->y);
  11644. case HT_ANKLESNARE:
  11645. case HT_SHOCKWAVE:
  11646. case HT_SANDMAN:
  11647. case MA_SANDMAN:
  11648. case HT_CLAYMORETRAP:
  11649. case HT_LANDMINE:
  11650. case MA_LANDMINE:
  11651. case HT_FLASHER:
  11652. case HT_FREEZINGTRAP:
  11653. case MA_FREEZINGTRAP:
  11654. case HT_BLASTMINE:
  11655. case RA_ELECTRICSHOCKER:
  11656. case RA_CLUSTERBOMB:
  11657. case RA_MAGENTATRAP:
  11658. case RA_COBALTTRAP:
  11659. case RA_MAIZETRAP:
  11660. case RA_VERDURETRAP:
  11661. case RA_FIRINGTRAP:
  11662. case RA_ICEBOUNDTRAP:
  11663. case RL_B_TRAP:
  11664. case SC_ESCAPE:
  11665. {
  11666. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11667. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11668. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11669. req_item = req.itemid[i];
  11670. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  11671. break;
  11672. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11673. target = BCT_ALL;
  11674. }
  11675. break;
  11676. case SA_LANDPROTECTOR:
  11677. case SA_VOLCANO:
  11678. case SA_DELUGE:
  11679. case SA_VIOLENTGALE:
  11680. case SC_CHAOSPANIC:
  11681. {
  11682. struct skill_unit_group *old_sg;
  11683. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11684. { //HelloKitty confirmed that these are interchangeable,
  11685. //so you can change element and not consume gemstones.
  11686. if ((
  11687. old_sg->skill_id == SA_VOLCANO ||
  11688. old_sg->skill_id == SA_DELUGE ||
  11689. old_sg->skill_id == SA_VIOLENTGALE
  11690. ) && old_sg->limit > 0)
  11691. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11692. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11693. if (limit < 0) //This can happen...
  11694. limit = skill_get_time(skill_id,skill_lv);
  11695. }
  11696. skill_clear_group(src,1);
  11697. }
  11698. break;
  11699. }
  11700. case BA_WHISTLE:
  11701. #ifdef RENEWAL
  11702. val1 = 3 * skill_lv + status->agi / 15; // Flee increase
  11703. #else
  11704. val1 = skill_lv + status->agi / 10; // Flee increase
  11705. #endif
  11706. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  11707. if (sd) {
  11708. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  11709. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  11710. }
  11711. break;
  11712. case DC_HUMMING:
  11713. #ifdef RENEWAL
  11714. val1 = 20 + 2 * skill_lv + status->dex / 15; // Hit increase
  11715. #else
  11716. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  11717. #endif
  11718. if (sd)
  11719. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  11720. break;
  11721. case BA_POEMBRAGI:
  11722. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  11723. //For some reason at level 10 the base delay reduction is 50%.
  11724. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  11725. if (sd) {
  11726. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  11727. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  11728. }
  11729. break;
  11730. case DC_DONTFORGETME:
  11731. #ifdef RENEWAL
  11732. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  11733. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  11734. #else
  11735. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  11736. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11737. #endif
  11738. if (sd) {
  11739. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  11740. #ifdef RENEWAL
  11741. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11742. #else
  11743. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  11744. #endif
  11745. }
  11746. val1 *= 10; //Because 10 is actually 1% aspd
  11747. break;
  11748. case DC_SERVICEFORYOU:
  11749. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  11750. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  11751. if (sd) {
  11752. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11753. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11754. }
  11755. break;
  11756. case BA_ASSASSINCROSS:
  11757. if (sd)
  11758. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  11759. #ifdef RENEWAL // ASPD increase
  11760. val1 += skill_lv + (status->agi / 20);
  11761. #else
  11762. val1 += 5 + skill_lv + (status->agi / 20);
  11763. val1 *= 10; // ASPD works with 1000 as 100%
  11764. #endif
  11765. break;
  11766. case DC_FORTUNEKISS:
  11767. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  11768. val1 *= 10; //Because every 10 crit is an actual cri point.
  11769. if (sd)
  11770. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  11771. break;
  11772. case BD_DRUMBATTLEFIELD:
  11773. #ifdef RENEWAL
  11774. val1 = (skill_lv+5)*25; //Atk increase
  11775. val2 = skill_lv*10; //Def increase
  11776. #else
  11777. val1 = (skill_lv+1)*25; //Atk increase
  11778. val2 = (skill_lv+1)*2; //Def increase
  11779. #endif
  11780. break;
  11781. case BD_RINGNIBELUNGEN:
  11782. val1 = (skill_lv+2)*25; //Atk increase
  11783. break;
  11784. case BD_RICHMANKIM:
  11785. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11786. break;
  11787. case BD_SIEGFRIED:
  11788. val1 = 55 + skill_lv*5; //Elemental Resistance
  11789. val2 = skill_lv*10; //Status ailment resistance
  11790. break;
  11791. case WE_CALLPARTNER:
  11792. if (sd) val1 = sd->status.partner_id;
  11793. break;
  11794. case WE_CALLPARENT:
  11795. if (sd) {
  11796. val1 = sd->status.father;
  11797. val2 = sd->status.mother;
  11798. }
  11799. break;
  11800. case WE_CALLBABY:
  11801. if (sd) val1 = sd->status.child;
  11802. break;
  11803. case NJ_KAENSIN:
  11804. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11805. val2 = (skill_lv+1)/2 + 4;
  11806. break;
  11807. case NJ_SUITON:
  11808. skill_clear_group(src, 1);
  11809. break;
  11810. case GS_GROUNDDRIFT:
  11811. {
  11812. // Ground Drift Element is decided when it's placed.
  11813. int ele = skill_get_ele(skill_id, skill_lv);
  11814. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11815. if (ele == -3)
  11816. val1 = element[rnd()%5]; // Use random from available unit visual?
  11817. else if (ele == -2)
  11818. val1 = status_get_attack_sc_element(src,sc);
  11819. else if (ele == -1) {
  11820. val1 = status->rhw.ele;
  11821. if (sc && sc->data[SC_ENCHANTARMS])
  11822. val1 = sc->data[SC_ENCHANTARMS]->val2;
  11823. }
  11824. switch (val1) {
  11825. case ELE_FIRE:
  11826. subunt++;
  11827. case ELE_WATER:
  11828. subunt++;
  11829. case ELE_POISON:
  11830. subunt++;
  11831. case ELE_DARK:
  11832. subunt++;
  11833. case ELE_WIND:
  11834. break;
  11835. default:
  11836. subunt = rnd()%5;
  11837. break;
  11838. }
  11839. break;
  11840. }
  11841. case GC_POISONSMOKE:
  11842. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11843. return NULL;
  11844. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11845. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11846. limit = skill_get_time(skill_id, skill_lv);
  11847. break;
  11848. case GD_LEADERSHIP:
  11849. case GD_GLORYWOUNDS:
  11850. case GD_SOULCOLD:
  11851. case GD_HAWKEYES:
  11852. limit = 1000000;//it doesn't matter
  11853. break;
  11854. case LG_BANDING:
  11855. limit = -1;
  11856. break;
  11857. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11858. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11859. target = BCT_ALL;
  11860. case WM_SEVERE_RAINSTORM:
  11861. case SO_WATER_INSIGNIA:
  11862. case SO_FIRE_INSIGNIA:
  11863. case SO_WIND_INSIGNIA:
  11864. case SO_EARTH_INSIGNIA:
  11865. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11866. return NULL;
  11867. break;
  11868. case SO_CLOUD_KILL:
  11869. skill_clear_group(src, 4);
  11870. break;
  11871. case SO_WARMER:
  11872. skill_clear_group(src, 8);
  11873. break;
  11874. case SO_FIREWALK:
  11875. case SO_ELECTRICWALK:
  11876. limit = skill_get_time2(skill_id, skill_lv);
  11877. break;
  11878. case GN_WALLOFTHORN:
  11879. // Turns to Firewall
  11880. if( flag&1 )
  11881. limit = 3000;
  11882. val3 = (x<<16)|y;
  11883. break;
  11884. case GN_DEMONIC_FIRE:
  11885. if (flag) { // Fire Expansion level 1
  11886. limit = flag + 10000;
  11887. flag = 0;
  11888. }
  11889. break;
  11890. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11891. case GN_FIRE_EXPANSION_TEAR_GAS:
  11892. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11893. break;
  11894. case KO_ZENKAI:
  11895. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11896. val1 = sd->spiritcharm;
  11897. val2 = sd->spiritcharm_type;
  11898. limit = 6000 * val1;
  11899. subunt = sd->spiritcharm_type - 1;
  11900. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11901. }
  11902. break;
  11903. case HW_GRAVITATION:
  11904. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11905. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11906. break;
  11907. case SO_VACUUM_EXTREME:
  11908. // Coordinates
  11909. val1 = x;
  11910. val2 = y;
  11911. val3 = 0; // Suck target at n seconds.
  11912. break;
  11913. case NC_MAGMA_ERUPTION:
  11914. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  11915. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  11916. limit = interval * 10;
  11917. break;
  11918. case MH_VOLCANIC_ASH:
  11919. if (!map_flag_vs(src->m))
  11920. target = BCT_ENEMY;
  11921. break;
  11922. }
  11923. // Init skill unit group
  11924. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11925. group->val1 = val1;
  11926. group->val2 = val2;
  11927. group->val3 = val3;
  11928. group->link_group_id = link_group_id;
  11929. group->target_flag = target;
  11930. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11931. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11932. 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
  11933. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11934. group->item_id = req_item;
  11935. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11936. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11937. active_flag = 0;
  11938. // Put message for Talkie Box & Graffiti
  11939. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11940. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11941. if (sd)
  11942. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11943. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11944. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11945. }
  11946. // Dance skill
  11947. if (group->state.song_dance) {
  11948. if(sd) {
  11949. sd->skill_id_dance = skill_id;
  11950. sd->skill_lv_dance = skill_lv;
  11951. }
  11952. if (
  11953. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11954. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11955. )
  11956. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11957. }
  11958. // Set skill unit
  11959. limit = group->limit;
  11960. for( i = 0; i < layout->count; i++ ) {
  11961. struct skill_unit *unit;
  11962. int ux = x + layout->dx[i];
  11963. int uy = y + layout->dy[i];
  11964. int unit_val1 = skill_lv;
  11965. int unit_val2 = 0;
  11966. int alive = 1;
  11967. // are the coordinates out of range?
  11968. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11969. continue;
  11970. }
  11971. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11972. continue; // don't place skill units on walls (except for songs/dances/encores)
  11973. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  11974. continue; // no path between cell and caster
  11975. switch( skill_id ) {
  11976. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11977. case HT_LANDMINE:
  11978. case MA_LANDMINE:
  11979. case HT_ANKLESNARE:
  11980. case HT_SHOCKWAVE:
  11981. case HT_SANDMAN:
  11982. case MA_SANDMAN:
  11983. case HT_FLASHER:
  11984. case HT_FREEZINGTRAP:
  11985. case MA_FREEZINGTRAP:
  11986. case HT_SKIDTRAP:
  11987. case MA_SKIDTRAP:
  11988. case HT_CLAYMORETRAP:
  11989. case HT_BLASTMINE:
  11990. case SC_ESCAPE:
  11991. unit_val1 = 3500;
  11992. break;
  11993. case MG_FIREWALL:
  11994. case NJ_KAENSIN:
  11995. unit_val2 = group->val2;
  11996. break;
  11997. case WZ_ICEWALL:
  11998. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11999. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  12000. break;
  12001. case WZ_WATERBALL:
  12002. //Check if there are cells that can be turned into waterball units
  12003. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  12004. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  12005. break; //Turn water, deluge or suiton into waterball cell
  12006. continue;
  12007. case GS_DESPERADO:
  12008. unit_val1 = abs(layout->dx[i]);
  12009. unit_val2 = abs(layout->dy[i]);
  12010. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  12011. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  12012. if (unit_val1) unit_val1--;
  12013. unit_val1 = 36 -12*unit_val1;
  12014. } else //Diagonal edges
  12015. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  12016. if (unit_val1 < 1) unit_val1 = 1;
  12017. unit_val2 = 0;
  12018. break;
  12019. case WM_REVERBERATION:
  12020. unit_val1 = 1 + skill_lv;
  12021. break;
  12022. case WM_POEMOFNETHERWORLD:
  12023. unit_val1 = 1 + skill_lv;
  12024. break;
  12025. case GN_WALLOFTHORN:
  12026. if (flag&1) // Turned become Firewall
  12027. break;
  12028. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12029. unit_val2 = 20; // Max hits
  12030. break;
  12031. case RL_B_TRAP:
  12032. unit_val1 = 3500;
  12033. unit_val2 = 0;
  12034. break;
  12035. default:
  12036. if (group->state.song_dance&0x1)
  12037. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  12038. break;
  12039. }
  12040. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  12041. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  12042. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12043. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12044. // Check active cell to failing or remove current unit
  12045. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12046. if( !alive )
  12047. continue;
  12048. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12049. unit->limit = limit;
  12050. unit->range = range;
  12051. if (skill_id == PF_FOGWALL && alive == 2)
  12052. { //Double duration of cells on top of Deluge/Suiton
  12053. unit->limit *= 2;
  12054. group->limit = unit->limit;
  12055. }
  12056. // Execute on all targets standing on this cell
  12057. if (range == 0 && active_flag)
  12058. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12059. }
  12060. if (!group->alive_count)
  12061. { //No cells? Something that was blocked completely by Land Protector?
  12062. skill_delunitgroup(group);
  12063. return NULL;
  12064. }
  12065. //success, unit created.
  12066. switch( skill_id ) {
  12067. case NJ_TATAMIGAESHI: //Store number of tiles.
  12068. group->val1 = group->alive_count;
  12069. break;
  12070. }
  12071. return group;
  12072. }
  12073. /*==========================================
  12074. *
  12075. *------------------------------------------*/
  12076. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12077. {
  12078. skill_unit_onplace(unit, bl, tick);
  12079. }
  12080. /**
  12081. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12082. * while skill unit initialized or moved (such by knock back).
  12083. * As a follow of skill_unit_effect flag &1
  12084. * @param unit
  12085. * @param bl Target
  12086. * @param tick
  12087. */
  12088. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12089. {
  12090. struct skill_unit_group *sg;
  12091. struct block_list *ss; // Actual source that cast the skill unit
  12092. struct status_change *sc;
  12093. struct status_change_entry *sce;
  12094. struct status_data *tstatus;
  12095. enum sc_type type;
  12096. uint16 skill_id;
  12097. nullpo_ret(unit);
  12098. nullpo_ret(bl);
  12099. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12100. return 0;
  12101. nullpo_ret(sg = unit->group);
  12102. nullpo_ret(ss = map_id2bl(sg->src_id));
  12103. tstatus = status_get_status_data(bl);
  12104. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  12105. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12106. return 0; //AoE skills are ineffective. [Skotlex]
  12107. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12108. return 0; //Songs don't work in Basilica
  12109. sc = status_get_sc(bl);
  12110. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  12111. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12112. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12113. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12114. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  12115. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12116. type = status_skill2sc(sg->skill_id);
  12117. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12118. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12119. switch (sg->unit_id) {
  12120. case UNT_SPIDERWEB:
  12121. if (sc) {
  12122. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12123. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12124. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12125. const struct TimerData* td;
  12126. if (map_flag_vs(bl->m))
  12127. sec /= 2;
  12128. if (sc->data[type]) {
  12129. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12130. //Already triple affected, immune
  12131. sg->limit = DIFF_TICK(tick, sg->tick);
  12132. break;
  12133. }
  12134. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12135. if (map_flag_vs(bl->m) && sc->data[type]->val1 < 3)
  12136. sec *= (sc->data[type]->val1 + 1);
  12137. else if(!map_flag_vs(bl->m) && sc->data[type]->val1 < 2)
  12138. sec *= (sc->data[type]->val1 + 1);
  12139. //Add group id to status change
  12140. if (sc->data[type]->val2 == 0)
  12141. sc->data[type]->val2 = sg->group_id;
  12142. else if (sc->data[type]->val3 == 0)
  12143. sc->data[type]->val3 = sg->group_id;
  12144. else if (sc->data[type]->val4 == 0)
  12145. sc->data[type]->val4 = sg->group_id;
  12146. //Overwrite status change with new duration
  12147. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12148. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12149. max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12150. }
  12151. else {
  12152. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12153. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12154. if (td)
  12155. sec = DIFF_TICK(td->tick, tick);
  12156. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12157. clif_fixpos(bl);
  12158. }
  12159. else
  12160. sec = 3000; //Couldn't trap it?
  12161. }
  12162. sg->val2 = bl->id;
  12163. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12164. }
  12165. break;
  12166. case UNT_SAFETYWALL:
  12167. if (!sce)
  12168. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12169. break;
  12170. case UNT_BLOODYLUST:
  12171. if (sg->src_id == bl->id)
  12172. break; //Does not affect the caster.
  12173. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12174. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12175. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12176. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12177. break;
  12178. case UNT_PNEUMA:
  12179. if (!sce)
  12180. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12181. break;
  12182. case UNT_CHAOSPANIC:
  12183. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12184. break;
  12185. case UNT_WARP_WAITING: {
  12186. int working = sg->val1&0xffff;
  12187. if(bl->type==BL_PC && !working){
  12188. struct map_session_data *sd = (struct map_session_data *)bl;
  12189. if((!sd->chatID || battle_config.chat_warpportal)
  12190. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12191. {
  12192. int x = sg->val2>>16;
  12193. int y = sg->val2&0xffff;
  12194. int count = sg->val1>>16;
  12195. unsigned short m = sg->val3;
  12196. if( --count <= 0 )
  12197. skill_delunitgroup(sg);
  12198. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12199. working = 1;/* we break it because officials break it, lovely stuff. */
  12200. sg->val1 = (count<<16)|working;
  12201. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12202. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12203. }
  12204. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12205. int16 m = map_mapindex2mapid(sg->val3);
  12206. if (m < 0) break; //Map not available on this map-server.
  12207. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12208. }
  12209. }
  12210. break;
  12211. case UNT_QUAGMIRE:
  12212. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12213. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12214. break;
  12215. case UNT_VOLCANO:
  12216. case UNT_DELUGE:
  12217. case UNT_VIOLENTGALE:
  12218. case UNT_FIRE_INSIGNIA:
  12219. case UNT_WATER_INSIGNIA:
  12220. case UNT_WIND_INSIGNIA:
  12221. case UNT_EARTH_INSIGNIA:
  12222. if(!sce)
  12223. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12224. break;
  12225. case UNT_WATER_BARRIER:
  12226. case UNT_ZEPHYR:
  12227. case UNT_POWER_OF_GAIA:
  12228. if (bl->id == ss->id)
  12229. break; // Doesn't affect the Elemental
  12230. if (!sce)
  12231. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12232. break;
  12233. case UNT_SUITON:
  12234. if(!sce)
  12235. sc_start4(ss, bl,type,100,sg->skill_lv,
  12236. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12237. 0,0,sg->limit);
  12238. break;
  12239. case UNT_HERMODE:
  12240. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12241. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12242. case UNT_RICHMANKIM:
  12243. case UNT_ETERNALCHAOS:
  12244. case UNT_DRUMBATTLEFIELD:
  12245. case UNT_RINGNIBELUNGEN:
  12246. case UNT_ROKISWEIL:
  12247. case UNT_INTOABYSS:
  12248. case UNT_SIEGFRIED:
  12249. //Needed to check when a dancer/bard leaves their ensemble area.
  12250. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12251. return skill_id;
  12252. if (!sce)
  12253. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12254. break;
  12255. case UNT_WHISTLE:
  12256. case UNT_ASSASSINCROSS:
  12257. case UNT_POEMBRAGI:
  12258. case UNT_APPLEIDUN:
  12259. case UNT_HUMMING:
  12260. case UNT_DONTFORGETME:
  12261. case UNT_FORTUNEKISS:
  12262. case UNT_SERVICEFORYOU:
  12263. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12264. return 0;
  12265. if (!sc) return 0;
  12266. if (!sce)
  12267. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12268. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12269. sce->val4 = 0; //remove the mark that we stepped out
  12270. delete_timer(sce->timer, status_change_timer);
  12271. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12272. }
  12273. break;
  12274. case UNT_FOGWALL:
  12275. if (!sce)
  12276. {
  12277. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12278. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12279. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12280. }
  12281. break;
  12282. case UNT_GRAVITATION:
  12283. if (!sce)
  12284. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12285. break;
  12286. case UNT_BASILICA:
  12287. {
  12288. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12289. if (i > 0) {
  12290. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12291. break;
  12292. }
  12293. if (!sce && i <= 0)
  12294. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12295. }
  12296. break;
  12297. // officially, icewall has no problems existing on occupied cells [ultramage]
  12298. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  12299. // unit->val1 = 0;
  12300. // if(unit->limit + sg->tick > tick + 700)
  12301. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  12302. // break;
  12303. case UNT_MOONLIT:
  12304. //Knockback out of area if affected char isn't in Moonlit effect
  12305. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12306. break;
  12307. if (ss == bl) //Also needed to prevent infinite loop crash.
  12308. break;
  12309. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12310. break;
  12311. case UNT_REVERBERATION:
  12312. if (sg->src_id == bl->id)
  12313. break; //Does not affect the caster.
  12314. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12315. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12316. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12317. sg->unit_id = UNT_USED_TRAPS;
  12318. break;
  12319. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12320. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12321. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12322. break;
  12323. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12324. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  12325. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12326. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12327. break;
  12328. case UNT_VOLCANIC_ASH:
  12329. if (!sce)
  12330. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12331. break;
  12332. case UNT_KINGS_GRACE:
  12333. if (!sce) {
  12334. int state = 0;
  12335. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12336. state |= BCT_GUILD;
  12337. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12338. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12339. }
  12340. break;
  12341. case UNT_STEALTHFIELD:
  12342. if( bl->id == sg->src_id )
  12343. break; // Doesn't work on self (video shows that)
  12344. if (!sce)
  12345. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12346. break;
  12347. case UNT_NEUTRALBARRIER:
  12348. if (!sce)
  12349. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12350. break;
  12351. case UNT_CLOUD_KILL:
  12352. if(!sce) {
  12353. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  12354. status_change_start(ss, bl, SC_POISON, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  12355. }
  12356. break;
  12357. case UNT_WARMER:
  12358. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12359. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12360. break;
  12361. case UNT_CATNIPPOWDER:
  12362. if (sg->src_id == bl->id)
  12363. break; // Does not affect the caster or Boss.
  12364. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12365. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12366. break;
  12367. case UNT_NYANGGRASS:
  12368. if (!sce)
  12369. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12370. break;
  12371. case UNT_GD_LEADERSHIP:
  12372. case UNT_GD_GLORYWOUNDS:
  12373. case UNT_GD_SOULCOLD:
  12374. case UNT_GD_HAWKEYES:
  12375. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12376. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12377. break;
  12378. }
  12379. return skill_id;
  12380. }
  12381. /**
  12382. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12383. * @param unit Skill unit
  12384. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12385. * @param tick
  12386. */
  12387. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12388. {
  12389. struct skill_unit_group *sg;
  12390. struct block_list *ss;
  12391. TBL_PC* tsd;
  12392. struct status_data *tstatus;
  12393. struct status_change *sc, *tsc;
  12394. struct skill_unit_group_tickset *ts;
  12395. enum sc_type type;
  12396. uint16 skill_id;
  12397. int diff = 0;
  12398. nullpo_ret(unit);
  12399. nullpo_ret(bl);
  12400. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12401. return 0;
  12402. nullpo_ret(sg = unit->group);
  12403. nullpo_ret(ss = map_id2bl(sg->src_id));
  12404. tsd = BL_CAST(BL_PC, bl);
  12405. tsc = status_get_sc(bl);
  12406. sc = status_get_sc(ss);
  12407. tstatus = status_get_status_data(bl);
  12408. type = status_skill2sc(sg->skill_id);
  12409. skill_id = sg->skill_id;
  12410. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && (skill_get_inf2(skill_id)&INF2_TRAP))
  12411. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12412. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  12413. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12414. if (sg->interval == -1) {
  12415. switch (sg->unit_id) {
  12416. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12417. case UNT_FIREPILLAR_ACTIVE:
  12418. case UNT_ELECTRICSHOCKER:
  12419. case UNT_MANHOLE:
  12420. return 0;
  12421. default:
  12422. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12423. return 0;
  12424. }
  12425. }
  12426. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12427. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12428. diff = DIFF_TICK(tick,ts->tick);
  12429. if (diff < 0)
  12430. return 0;
  12431. ts->tick = tick+sg->interval;
  12432. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12433. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12434. }
  12435. // Wall of Thorn damaged by Fire element unit [Cydh]
  12436. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12437. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12438. struct skill_unit *su = (struct skill_unit *)bl;
  12439. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12440. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  12441. su->group->limit = sg->limit = 0;
  12442. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12443. return skill_id;
  12444. }
  12445. }
  12446. switch (sg->unit_id) {
  12447. // Units that deals simple attack
  12448. case UNT_GRAVITATION:
  12449. case UNT_EARTHSTRAIN:
  12450. case UNT_FIREWALK:
  12451. case UNT_ELECTRICWALK:
  12452. case UNT_PSYCHIC_WAVE:
  12453. case UNT_MAGMA_ERUPTION:
  12454. case UNT_MAKIBISHI:
  12455. case UNT_VENOMFOG:
  12456. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12457. break;
  12458. case UNT_DUMMYSKILL:
  12459. switch (sg->skill_id) {
  12460. case SG_SUN_WARM: //SG skills [Komurka]
  12461. case SG_MOON_WARM:
  12462. case SG_STAR_WARM: {
  12463. int count = 0;
  12464. const int x = bl->x, y = bl->y;
  12465. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12466. do {
  12467. if( bl->type == BL_PC )
  12468. status_zap(bl, 0, 15); // sp damage to players
  12469. else // mobs
  12470. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12471. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  12472. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12473. } else { //should end when out of sp.
  12474. sg->limit = DIFF_TICK(tick,sg->tick);
  12475. break;
  12476. }
  12477. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12478. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12479. }
  12480. break;
  12481. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12482. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12483. if (tsc)
  12484. tsc->sg_counter++; //SG hit counter.
  12485. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12486. tsc->sg_counter=0; //Attack absorbed.
  12487. break;
  12488. #endif
  12489. case GS_DESPERADO:
  12490. if (rnd()%100 < unit->val1)
  12491. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12492. break;
  12493. case SU_CN_METEOR:
  12494. if (sg->val1)
  12495. skill_area_temp[3] = 1;
  12496. else
  12497. skill_area_temp[3] = 0;
  12498. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12499. break;
  12500. default:
  12501. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12502. }
  12503. break;
  12504. case UNT_FIREWALL:
  12505. case UNT_KAEN: {
  12506. int count = 0;
  12507. const int x = bl->x, y = bl->y;
  12508. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12509. break;
  12510. //Take into account these hit more times than the timer interval can handle.
  12511. do
  12512. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  12513. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12514. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12515. if (unit->val2 <= 0)
  12516. skill_delunit(unit);
  12517. }
  12518. break;
  12519. case UNT_SANCTUARY:
  12520. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12521. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12522. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  12523. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12524. } else {
  12525. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12526. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12527. #ifdef RENEWAL
  12528. if (md && md->mob_id == MOBID_EMPERIUM)
  12529. break;
  12530. #endif
  12531. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  12532. break;
  12533. if( tstatus->hp >= tstatus->max_hp )
  12534. break;
  12535. if( status_isimmune(bl) )
  12536. heal = 0;
  12537. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12538. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12539. heal = ~heal + 1;
  12540. status_heal(bl, heal, 0, 0);
  12541. }
  12542. break;
  12543. case UNT_EVILLAND:
  12544. //Will heal demon and undead element monsters, but not players.
  12545. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12546. { //Damage enemies
  12547. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12548. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12549. } else {
  12550. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12551. if (tstatus->hp >= tstatus->max_hp)
  12552. break;
  12553. if (status_isimmune(bl))
  12554. heal = 0;
  12555. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12556. status_heal(bl, heal, 0, 0);
  12557. }
  12558. break;
  12559. case UNT_MAGNUS:
  12560. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12561. break;
  12562. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12563. break;
  12564. case UNT_FIREPILLAR_WAITING:
  12565. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12566. skill_delunit(unit);
  12567. break;
  12568. case UNT_SKIDTRAP: {
  12569. //Knockback away from position of user during placement [Playtester]
  12570. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12571. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  12572. sg->unit_id = UNT_USED_TRAPS;
  12573. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12574. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12575. //Target will be stopped for 3 seconds
  12576. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12577. }
  12578. break;
  12579. case UNT_ANKLESNARE:
  12580. case UNT_MANHOLE:
  12581. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12582. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12583. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12584. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12585. if( td )
  12586. sec = DIFF_TICK(td->tick, tick);
  12587. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12588. || !unit_blown_immune(bl,0x1) )
  12589. {
  12590. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12591. clif_fixpos(bl);
  12592. }
  12593. sg->val2 = bl->id;
  12594. } else
  12595. sec = 3000; //Couldn't trap it?
  12596. if (sg->unit_id == UNT_ANKLESNARE) {
  12597. clif_skillunit_update(&unit->bl);
  12598. /**
  12599. * If you're snared from a trap that was invisible this makes the trap be
  12600. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12601. * bugreport:3961
  12602. **/
  12603. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12604. }
  12605. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12606. sg->interval = -1;
  12607. unit->range = 0;
  12608. }
  12609. break;
  12610. case UNT_ELECTRICSHOCKER:
  12611. if( bl->id != ss->id ) {
  12612. if( status_bl_has_mode(bl,MD_STATUS_IMMUNE) )
  12613. break;
  12614. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  12615. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12616. clif_fixpos(bl);
  12617. }
  12618. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12619. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12620. }
  12621. break;
  12622. case UNT_VENOMDUST:
  12623. if(tsc && !tsc->data[type])
  12624. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  12625. break;
  12626. case UNT_LANDMINE:
  12627. //Land Mine only hits single target
  12628. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12629. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12630. sg->limit = 1500;
  12631. break;
  12632. case UNT_MAGENTATRAP:
  12633. case UNT_COBALTTRAP:
  12634. case UNT_MAIZETRAP:
  12635. case UNT_VERDURETRAP:
  12636. if( bl->type == BL_PC )// it won't work on players
  12637. break;
  12638. case UNT_FIRINGTRAP:
  12639. case UNT_ICEBOUNDTRAP:
  12640. case UNT_CLUSTERBOMB:
  12641. if( bl->id == ss->id )// it won't trigger on caster
  12642. break;
  12643. case UNT_BLASTMINE:
  12644. case UNT_SHOCKWAVE:
  12645. case UNT_SANDMAN:
  12646. case UNT_FLASHER:
  12647. case UNT_FREEZINGTRAP:
  12648. case UNT_FIREPILLAR_ACTIVE:
  12649. case UNT_CLAYMORETRAP:
  12650. {
  12651. int bl_flag = sg->bl_flag;
  12652. if (tsc && tsc->data[SC__MANHOLE])
  12653. break;
  12654. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12655. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  12656. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  12657. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12658. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12659. sg->limit = DIFF_TICK(tick, sg->tick) +
  12660. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12661. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12662. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  12663. }
  12664. break;
  12665. case UNT_TALKIEBOX:
  12666. if (sg->src_id == bl->id)
  12667. break;
  12668. if (sg->val2 == 0) {
  12669. clif_talkiebox(&unit->bl, sg->valstr);
  12670. sg->unit_id = UNT_USED_TRAPS;
  12671. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12672. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12673. sg->val2 = -1;
  12674. }
  12675. break;
  12676. case UNT_LULLABY:
  12677. if (ss->id == bl->id)
  12678. break;
  12679. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12680. break;
  12681. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12682. if (ss->id != bl->id)
  12683. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12684. break;
  12685. case UNT_DISSONANCE:
  12686. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12687. break;
  12688. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12689. int heal;
  12690. #ifdef RENEWAL
  12691. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12692. if (md && md->mob_id == MOBID_EMPERIUM)
  12693. break;
  12694. #endif
  12695. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12696. break; // affects self only when soullinked
  12697. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12698. if (tsc->data[SC_AKAITSUKI] && heal)
  12699. heal = ~heal + 1;
  12700. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12701. status_heal(bl, heal, 0, 0);
  12702. }
  12703. break;
  12704. case UNT_TATAMIGAESHI:
  12705. case UNT_DEMONSTRATION:
  12706. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12707. break;
  12708. case UNT_GOSPEL:
  12709. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  12710. break;
  12711. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  12712. { // Support Effect only on party, not guild
  12713. int heal;
  12714. int i = rnd() % 13; // Positive buff count
  12715. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12716. switch (i)
  12717. {
  12718. case 0: // Heal 1000~9999 HP
  12719. heal = rnd() % 9000 + 1000;
  12720. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  12721. status_heal(bl, heal, 0, 0);
  12722. break;
  12723. case 1: // End all negative status
  12724. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  12725. if (tsd) clif_gospel_info(tsd, 0x15);
  12726. break;
  12727. case 2: // Immunity to all status
  12728. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  12729. if (tsd) clif_gospel_info(tsd, 0x16);
  12730. break;
  12731. case 3: // MaxHP +100%
  12732. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  12733. if (tsd) clif_gospel_info(tsd, 0x17);
  12734. break;
  12735. case 4: // MaxSP +100%
  12736. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  12737. if (tsd) clif_gospel_info(tsd, 0x18);
  12738. break;
  12739. case 5: // All stats +20
  12740. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  12741. if (tsd) clif_gospel_info(tsd, 0x19);
  12742. break;
  12743. case 6: // Level 10 Blessing
  12744. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  12745. break;
  12746. case 7: // Level 10 Increase AGI
  12747. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  12748. break;
  12749. case 8: // Enchant weapon with Holy element
  12750. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  12751. if (tsd) clif_gospel_info(tsd, 0x1c);
  12752. break;
  12753. case 9: // Enchant armor with Holy element
  12754. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  12755. if (tsd) clif_gospel_info(tsd, 0x1d);
  12756. break;
  12757. case 10: // DEF +25%
  12758. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  12759. if (tsd) clif_gospel_info(tsd, 0x1e);
  12760. break;
  12761. case 11: // ATK +100%
  12762. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  12763. if (tsd) clif_gospel_info(tsd, 0x1f);
  12764. break;
  12765. case 12: // HIT/Flee +50
  12766. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  12767. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  12768. if (tsd) clif_gospel_info(tsd, 0x20);
  12769. break;
  12770. }
  12771. }
  12772. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12773. { // Offensive Effect
  12774. int i = rnd() % 10; // Negative buff count
  12775. switch (i)
  12776. {
  12777. case 0: // Deal 3000~7999 damage reduced by DEF
  12778. case 1: // Deal 1500~5499 damage unreducable
  12779. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  12780. break;
  12781. case 2: // Curse
  12782. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  12783. break;
  12784. case 3: // Blind
  12785. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  12786. break;
  12787. case 4: // Poison
  12788. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  12789. break;
  12790. case 5: // Level 10 Provoke
  12791. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, -1)); //Infinite
  12792. break;
  12793. case 6: // DEF -100%
  12794. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  12795. break;
  12796. case 7: // ATK -100%
  12797. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  12798. break;
  12799. case 8: // Flee -100%
  12800. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  12801. break;
  12802. case 9: // Speed/ASPD -25%
  12803. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  12804. break;
  12805. }
  12806. }
  12807. break;
  12808. case UNT_BASILICA:
  12809. {
  12810. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12811. if (i > 0) {
  12812. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12813. break;
  12814. }
  12815. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12816. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12817. }
  12818. break;
  12819. case UNT_GROUNDDRIFT_WIND:
  12820. case UNT_GROUNDDRIFT_DARK:
  12821. case UNT_GROUNDDRIFT_POISON:
  12822. case UNT_GROUNDDRIFT_WATER:
  12823. case UNT_GROUNDDRIFT_FIRE:
  12824. map_foreachinrange(skill_trap_splash,&unit->bl,
  12825. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12826. &unit->bl,tick);
  12827. sg->unit_id = UNT_USED_TRAPS;
  12828. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12829. sg->limit=DIFF_TICK(tick,sg->tick);
  12830. break;
  12831. case UNT_POISONSMOKE:
  12832. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12833. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12834. break;
  12835. case UNT_EPICLESIS:
  12836. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  12837. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12838. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  12839. int hp, sp;
  12840. switch( sg->skill_lv ) {
  12841. case 1: case 2: hp = 3; sp = 2; break;
  12842. case 3: case 4: hp = 4; sp = 3; break;
  12843. case 5: default: hp = 5; sp = 4; break;
  12844. }
  12845. hp = tstatus->max_hp * hp / 100;
  12846. sp = tstatus->max_sp * sp / 100;
  12847. if (tstatus->hp < tstatus->max_hp)
  12848. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12849. if (tstatus->sp < tstatus->max_sp)
  12850. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12851. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12852. hp = ~hp + 1;
  12853. status_heal(bl, hp, sp, 3);
  12854. }
  12855. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  12856. // Doesn't remove Invisibility or Chase Walk.
  12857. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12858. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12859. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12860. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  12861. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12862. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12863. }
  12864. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12865. }
  12866. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12867. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12868. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12869. break;
  12870. case UNT_DIMENSIONDOOR:
  12871. if( tsd && !map[bl->m].flag.noteleport )
  12872. pc_randomwarp(tsd,CLR_TELEPORT);
  12873. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12874. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12875. break;
  12876. case UNT_REVERBERATION:
  12877. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12878. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12879. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12880. sg->unit_id = UNT_USED_TRAPS;
  12881. break;
  12882. case UNT_SEVERE_RAINSTORM:
  12883. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12884. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12885. break;
  12886. case UNT_NETHERWORLD:
  12887. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12888. if (!(tsc && tsc->data[type])) {
  12889. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12890. sg->limit = DIFF_TICK(tick,sg->tick);
  12891. sg->unit_id = UNT_USED_TRAPS;
  12892. }
  12893. }
  12894. break;
  12895. case UNT_THORNS_TRAP:
  12896. if( tsc ) {
  12897. if( !sg->val2 ) {
  12898. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12899. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12900. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12901. if( td )
  12902. sec = DIFF_TICK(td->tick, tick);
  12903. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12904. clif_fixpos(bl);
  12905. sg->val2 = bl->id;
  12906. } else
  12907. sec = 3000; // Couldn't trap it?
  12908. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12909. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12910. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12911. }
  12912. break;
  12913. case UNT_WALLOFTHORN:
  12914. if (unit->val2-- <= 0) // Max hit reached
  12915. break;
  12916. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12917. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12918. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, BLOWN_NONE);
  12919. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  12920. break;
  12921. case UNT_DEMONIC_FIRE:
  12922. switch( sg->val2 ) {
  12923. case 1:
  12924. default:
  12925. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  12926. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12927. break;
  12928. }
  12929. break;
  12930. case UNT_HELLS_PLANT:
  12931. if ((tsc && tsc->data[SC__MANHOLE]) || status_isimmune(bl))
  12932. break;
  12933. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12934. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12935. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12936. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12937. break;
  12938. case UNT_ZEPHYR:
  12939. if (ss == bl)
  12940. break; // Doesn't affect the Elemental
  12941. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12942. break;
  12943. case UNT_VACUUM_EXTREME:
  12944. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12945. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  12946. return 0;
  12947. else
  12948. // Apply effect and suck targets one-by-one each n seconds
  12949. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  12950. break;
  12951. case UNT_BANDING:
  12952. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12953. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  12954. break;
  12955. case UNT_FIRE_MANTLE:
  12956. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12957. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12958. break;
  12959. case UNT_ZENKAI_WATER:
  12960. case UNT_ZENKAI_LAND:
  12961. case UNT_ZENKAI_FIRE:
  12962. case UNT_ZENKAI_WIND:
  12963. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12964. switch( sg->unit_id ) {
  12965. case UNT_ZENKAI_WATER:
  12966. switch (rnd()%2 + 1) {
  12967. case 1:
  12968. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12969. break;
  12970. case 2:
  12971. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12972. break;
  12973. }
  12974. break;
  12975. case UNT_ZENKAI_LAND:
  12976. switch (rnd()%2 + 1) {
  12977. case 1:
  12978. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12979. break;
  12980. case 2:
  12981. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12982. break;
  12983. }
  12984. break;
  12985. case UNT_ZENKAI_FIRE:
  12986. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  12987. break;
  12988. case UNT_ZENKAI_WIND:
  12989. switch (rnd()%3 + 1) {
  12990. case 1:
  12991. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12992. break;
  12993. case 2:
  12994. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12995. break;
  12996. case 3:
  12997. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12998. break;
  12999. }
  13000. break;
  13001. }
  13002. } else
  13003. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  13004. break;
  13005. case UNT_LAVA_SLIDE:
  13006. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13007. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  13008. sg->limit = DIFF_TICK(tick, sg->tick);
  13009. break;
  13010. case UNT_POISON_MIST:
  13011. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13012. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  13013. break;
  13014. case UNT_CHAOSPANIC:
  13015. if (tsc && tsc->data[type])
  13016. break;
  13017. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13018. break;
  13019. case UNT_B_TRAP:
  13020. if (tsc && tsc->data[type])
  13021. break;
  13022. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13023. unit->val2++; // Mark as ever been used
  13024. break;
  13025. case UNT_FIRE_RAIN:
  13026. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13027. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13028. 1,sg->skill_id,sg->skill_lv,DMG_SKILL);
  13029. break;
  13030. }
  13031. if (bl->type == BL_MOB && ss != bl)
  13032. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13033. return skill_id;
  13034. }
  13035. /**
  13036. * Triggered when a char steps out of a skill unit
  13037. * @param src Skill unit from char moved out
  13038. * @param bl Char
  13039. * @param tick
  13040. */
  13041. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  13042. {
  13043. struct skill_unit_group *sg;
  13044. struct status_change *sc;
  13045. struct status_change_entry *sce;
  13046. enum sc_type type;
  13047. nullpo_ret(src);
  13048. nullpo_ret(bl);
  13049. nullpo_ret(sg=src->group);
  13050. sc = status_get_sc(bl);
  13051. type = status_skill2sc(sg->skill_id);
  13052. sce = (sc && type != -1)?sc->data[type]:NULL;
  13053. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13054. return 0;
  13055. switch(sg->unit_id){
  13056. case UNT_SAFETYWALL:
  13057. case UNT_PNEUMA:
  13058. case UNT_EPICLESIS://Arch Bishop
  13059. if (sce)
  13060. status_change_end(bl, type, INVALID_TIMER);
  13061. break;
  13062. case UNT_BASILICA:
  13063. if (sce && sce->val4 != bl->id)
  13064. status_change_end(bl, type, INVALID_TIMER);
  13065. break;
  13066. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13067. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13068. status_change_end(bl, type, INVALID_TIMER);
  13069. break;
  13070. case UNT_DISSONANCE:
  13071. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13072. {
  13073. short i;
  13074. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13075. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  13076. type = status_skill2sc(i);
  13077. sce = (sc && type != -1)?sc->data[type]:NULL;
  13078. if(sce)
  13079. return i;
  13080. }
  13081. }
  13082. }
  13083. case UNT_WHISTLE:
  13084. case UNT_ASSASSINCROSS:
  13085. case UNT_POEMBRAGI:
  13086. case UNT_APPLEIDUN:
  13087. case UNT_HUMMING:
  13088. case UNT_DONTFORGETME:
  13089. case UNT_FORTUNEKISS:
  13090. case UNT_SERVICEFORYOU:
  13091. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13092. return -1;
  13093. }
  13094. return sg->skill_id;
  13095. }
  13096. /**
  13097. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13098. * @param skill_id Skill ID
  13099. * @param bl A char
  13100. * @param tick
  13101. */
  13102. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  13103. {
  13104. struct status_change *sc;
  13105. struct status_change_entry *sce;
  13106. enum sc_type type;
  13107. sc = status_get_sc(bl);
  13108. if (sc && !sc->count)
  13109. sc = NULL;
  13110. type = status_skill2sc(skill_id);
  13111. sce = (sc && type != -1)?sc->data[type]:NULL;
  13112. switch (skill_id)
  13113. {
  13114. case WZ_QUAGMIRE:
  13115. if (bl->type==BL_MOB)
  13116. break;
  13117. if (sce)
  13118. status_change_end(bl, type, INVALID_TIMER);
  13119. break;
  13120. case BD_LULLABY:
  13121. case BD_RICHMANKIM:
  13122. case BD_ETERNALCHAOS:
  13123. case BD_DRUMBATTLEFIELD:
  13124. case BD_RINGNIBELUNGEN:
  13125. case BD_ROKISWEIL:
  13126. case BD_INTOABYSS:
  13127. case BD_SIEGFRIED:
  13128. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13129. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13130. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13131. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13132. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13133. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13134. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13135. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13136. }
  13137. case MH_STEINWAND:
  13138. case MG_SAFETYWALL:
  13139. case AL_PNEUMA:
  13140. case SA_VOLCANO:
  13141. case SA_DELUGE:
  13142. case SA_VIOLENTGALE:
  13143. case CG_HERMODE:
  13144. case HW_GRAVITATION:
  13145. case HP_BASILICA:
  13146. case NJ_SUITON:
  13147. case SC_MAELSTROM:
  13148. case EL_WATER_BARRIER:
  13149. case EL_ZEPHYR:
  13150. case EL_POWER_OF_GAIA:
  13151. case SO_CLOUD_KILL:
  13152. case SO_WARMER:
  13153. case SO_FIRE_INSIGNIA:
  13154. case SO_WATER_INSIGNIA:
  13155. case SO_WIND_INSIGNIA:
  13156. case SO_EARTH_INSIGNIA:
  13157. case SC_BLOODYLUST:
  13158. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13159. case GN_FIRE_EXPANSION_TEAR_GAS:
  13160. case LG_KINGS_GRACE:
  13161. case NC_STEALTHFIELD:
  13162. case NC_NEUTRALBARRIER:
  13163. case SU_NYANGGRASS:
  13164. if (sce)
  13165. status_change_end(bl, type, INVALID_TIMER);
  13166. break;
  13167. case BA_DISSONANCE:
  13168. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13169. {
  13170. short i;
  13171. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13172. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  13173. type = status_skill2sc(i);
  13174. sce = (sc && type != -1)?sc->data[type]:NULL;
  13175. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13176. delete_timer(sce->timer, status_change_timer);
  13177. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13178. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13179. }
  13180. }
  13181. }
  13182. }
  13183. break;
  13184. case BA_POEMBRAGI:
  13185. case BA_WHISTLE:
  13186. case BA_ASSASSINCROSS:
  13187. case BA_APPLEIDUN:
  13188. case DC_HUMMING:
  13189. case DC_DONTFORGETME:
  13190. case DC_FORTUNEKISS:
  13191. case DC_SERVICEFORYOU:
  13192. if (sce)
  13193. {
  13194. delete_timer(sce->timer, status_change_timer);
  13195. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13196. //not possible on our current implementation.
  13197. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13198. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13199. }
  13200. break;
  13201. case PF_FOGWALL:
  13202. if (sce)
  13203. {
  13204. status_change_end(bl, type, INVALID_TIMER);
  13205. if ((sce=sc->data[SC_BLIND]))
  13206. {
  13207. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13208. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13209. else {
  13210. delete_timer(sce->timer, status_change_timer);
  13211. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13212. }
  13213. }
  13214. }
  13215. break;
  13216. case GD_LEADERSHIP:
  13217. case GD_GLORYWOUNDS:
  13218. case GD_SOULCOLD:
  13219. case GD_HAWKEYES:
  13220. if( !(sce && sce->val4) )
  13221. status_change_end(bl, type, INVALID_TIMER);
  13222. break;
  13223. }
  13224. return skill_id;
  13225. }
  13226. /*==========================================
  13227. * Invoked when a unit cell has been placed/removed/deleted.
  13228. * flag values:
  13229. * flag&1: Invoke onplace function (otherwise invoke onout)
  13230. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13231. * flag&8: Recursive
  13232. *------------------------------------------*/
  13233. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13234. {
  13235. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13236. struct skill_unit_group* group = unit->group;
  13237. unsigned int tick = va_arg(ap,unsigned int);
  13238. unsigned int flag = va_arg(ap,unsigned int);
  13239. uint16 skill_id;
  13240. bool dissonance = false;
  13241. bool isTarget = false;
  13242. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13243. return 0;
  13244. nullpo_ret(group);
  13245. if( !(flag&8) ) {
  13246. dissonance = skill_dance_switch(unit, 0);
  13247. //Target-type check.
  13248. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13249. }
  13250. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13251. skill_id = group->skill_id;
  13252. if( isTarget ){
  13253. if( flag&1 )
  13254. skill_unit_onplace(unit,bl,tick);
  13255. else {
  13256. if( skill_unit_onout(unit,bl,tick) == -1 )
  13257. return 0; // Don't let a Bard/Dancer update their own song timer
  13258. }
  13259. if( flag&4 )
  13260. skill_unit_onleft(skill_id, bl, tick);
  13261. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13262. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13263. if( dissonance ) {
  13264. skill_dance_switch(unit, 1);
  13265. //we placed a dissonance, let's update
  13266. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13267. }
  13268. return 0;
  13269. }
  13270. /**
  13271. * Check skill unit while receiving damage
  13272. * @param unit Skill unit
  13273. * @param damage Received damage
  13274. * @return Damage
  13275. */
  13276. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13277. {
  13278. struct skill_unit_group *sg;
  13279. nullpo_ret(unit);
  13280. nullpo_ret(sg = unit->group);
  13281. switch( sg->unit_id ) {
  13282. case UNT_BLASTMINE:
  13283. case UNT_SKIDTRAP:
  13284. case UNT_LANDMINE:
  13285. case UNT_SHOCKWAVE:
  13286. case UNT_SANDMAN:
  13287. case UNT_FLASHER:
  13288. case UNT_CLAYMORETRAP:
  13289. case UNT_FREEZINGTRAP:
  13290. case UNT_ANKLESNARE:
  13291. case UNT_ICEWALL:
  13292. case UNT_WALLOFTHORN:
  13293. case UNT_REVERBERATION:
  13294. case UNT_NETHERWORLD:
  13295. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13296. break;
  13297. default:
  13298. damage = 0;
  13299. break;
  13300. }
  13301. return damage;
  13302. }
  13303. /**
  13304. * Check char condition around the skill caster
  13305. * @param bl Char around area
  13306. * @param *c Counter for 'valid' condition found
  13307. * @param *p_sd Stores 'rid' of char found
  13308. * @param skill_id Skill ID
  13309. * @param skill_lv Level of used skill
  13310. */
  13311. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13312. {
  13313. int *c, skill_id, inf2;
  13314. struct block_list *src;
  13315. struct map_session_data *sd;
  13316. struct map_session_data *tsd;
  13317. int *p_sd; //Contains the list of characters found.
  13318. nullpo_ret(bl);
  13319. nullpo_ret(tsd=(struct map_session_data*)bl);
  13320. nullpo_ret(src=va_arg(ap,struct block_list *));
  13321. nullpo_ret(sd=(struct map_session_data*)src);
  13322. c=va_arg(ap,int *);
  13323. p_sd = va_arg(ap, int *);
  13324. skill_id = va_arg(ap,int);
  13325. inf2 = skill_get_inf2(skill_id);
  13326. if (skill_id == PR_BENEDICTIO) {
  13327. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13328. return 0;
  13329. }
  13330. else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET)) {
  13331. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13332. return 0;
  13333. }
  13334. else if (*c >= 1) // Check for one companion for all other cases.
  13335. return 0;
  13336. if (bl == src)
  13337. return 0;
  13338. if(pc_isdead(tsd))
  13339. return 0;
  13340. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13341. return 0;
  13342. if( inf2&INF2_CHORUS_SKILL ) {
  13343. if( tsd->status.party_id && sd->status.party_id &&
  13344. tsd->status.party_id == sd->status.party_id &&
  13345. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13346. p_sd[(*c)++] = tsd->bl.id;
  13347. return 1;
  13348. } else {
  13349. switch(skill_id) {
  13350. case PR_BENEDICTIO: {
  13351. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13352. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13353. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13354. && sd->status.sp >= 10)
  13355. p_sd[(*c)++]=tsd->bl.id;
  13356. return 1;
  13357. }
  13358. case AB_ADORAMUS:
  13359. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13360. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13361. p_sd[(*c)++] = tsd->bl.id;
  13362. return 1;
  13363. case WL_COMET:
  13364. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13365. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13366. p_sd[(*c)++] = tsd->bl.id;
  13367. return 1;
  13368. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13369. {
  13370. uint16 skill_lv;
  13371. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13372. return 0;
  13373. if (sd->status.sex != tsd->status.sex &&
  13374. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13375. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13376. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13377. sd->status.party_id && tsd->status.party_id &&
  13378. sd->status.party_id == tsd->status.party_id &&
  13379. !tsd->sc.data[SC_DANCING])
  13380. {
  13381. p_sd[(*c)++]=tsd->bl.id;
  13382. return skill_lv;
  13383. }
  13384. }
  13385. break;
  13386. }
  13387. }
  13388. return 0;
  13389. }
  13390. /**
  13391. * Checks and stores partners for ensemble skills [Skotlex]
  13392. * Max partners is 2.
  13393. * @param sd Caster
  13394. * @param skill_id
  13395. * @param skill_lv
  13396. * @param range Area range to check
  13397. * @param cast_flag Special handle
  13398. */
  13399. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13400. {
  13401. static int c=0;
  13402. static int p_sd[MAX_PARTY];
  13403. int i;
  13404. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) != 0;
  13405. if (!sd)
  13406. return 0;
  13407. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13408. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13409. if (cast_flag) { //Execute the skill on the partners.
  13410. struct map_session_data* tsd;
  13411. switch (skill_id) {
  13412. case PR_BENEDICTIO:
  13413. for (i = 0; i < c; i++) {
  13414. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13415. status_charge(&tsd->bl, 0, 10);
  13416. }
  13417. return c;
  13418. case AB_ADORAMUS:
  13419. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13420. i = 2 * (*skill_lv);
  13421. status_charge(&tsd->bl, 0, i);
  13422. }
  13423. break;
  13424. default: //Warning: Assuming Ensemble skills here (for speed)
  13425. if( is_chorus )
  13426. break;//Chorus skills are not to be parsed as ensambles
  13427. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13428. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13429. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  13430. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13431. tsd->skill_id_dance = skill_id;
  13432. tsd->skill_lv_dance = *skill_lv;
  13433. }
  13434. return c;
  13435. }
  13436. }
  13437. //Else: new search for partners.
  13438. c = 0;
  13439. memset (p_sd, 0, sizeof(p_sd));
  13440. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13441. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13442. *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.
  13443. return c;
  13444. }
  13445. /**
  13446. * Sub function to count how many spawned mob is around.
  13447. * Some skills check with matched AI.
  13448. * @param rid Source ID
  13449. * @param mob_class Monster ID
  13450. * @param skill_id Used skill
  13451. * @param *c Counter for found monster
  13452. */
  13453. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13454. {
  13455. int *c,src_id,mob_class,skill;
  13456. uint16 ai;
  13457. struct mob_data *md;
  13458. md=(struct mob_data*)bl;
  13459. src_id=va_arg(ap,int);
  13460. mob_class=va_arg(ap,int);
  13461. skill=va_arg(ap,int);
  13462. c=va_arg(ap,int *);
  13463. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  13464. if( md->master_id != src_id || md->special_state.ai != ai)
  13465. return 0; //Non alchemist summoned mobs have nothing to do here.
  13466. if(md->mob_id==mob_class)
  13467. (*c)++;
  13468. return 1;
  13469. }
  13470. /**
  13471. * Determines if a given skill should be made to consume ammo
  13472. * when used by the player. [Skotlex]
  13473. * @param sd Player
  13474. * @param skill_id Skill ID
  13475. * @return True if skill is need ammo; False otherwise.
  13476. */
  13477. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13478. {
  13479. return (
  13480. battle_config.arrow_decrement == 2 &&
  13481. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13482. skill_id != HT_PHANTASMIC &&
  13483. skill_get_type(skill_id) == BF_WEAPON &&
  13484. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  13485. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13486. );
  13487. }
  13488. /**
  13489. * Check SC required to cast a skill
  13490. * @param sc
  13491. * @param skill_id
  13492. * @return True if condition is met, False otherwise
  13493. **/
  13494. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  13495. uint8 c = 0;
  13496. struct status_change *sc = NULL;
  13497. if (!require->status_count)
  13498. return true;
  13499. nullpo_ret(sd);
  13500. if (!require || !skill_get_index(skill_id))
  13501. return false;
  13502. if (!(sc = &sd->sc)) {
  13503. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13504. return false;
  13505. }
  13506. /* May has multiple requirements */
  13507. for (c = 0; c < require->status_count; c++) {
  13508. enum sc_type req_sc = require->status[c];
  13509. if (req_sc == SC_NONE)
  13510. continue;
  13511. switch (req_sc) {
  13512. /* Official fail msg */
  13513. case SC_PUSH_CART:
  13514. if (!sc->data[SC_PUSH_CART]) {
  13515. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13516. return false;
  13517. }
  13518. break;
  13519. case SC_POISONINGWEAPON:
  13520. if (!sc->data[SC_POISONINGWEAPON]) {
  13521. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13522. return false;
  13523. }
  13524. break;
  13525. default:
  13526. if (!sc->data[req_sc]) {
  13527. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13528. return false;
  13529. }
  13530. break;
  13531. }
  13532. }
  13533. return true;
  13534. }
  13535. /**
  13536. * Check skill condition when cast begin
  13537. * For ammo, only check if the skill need ammo
  13538. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13539. * @param sd Player who uses skill
  13540. * @param skill_id ID of used skill
  13541. * @param skill_lv Level of used skill
  13542. * @return true: All condition passed, false: Failed
  13543. */
  13544. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13545. {
  13546. struct status_data *status;
  13547. struct status_change *sc;
  13548. struct skill_condition require;
  13549. int i;
  13550. uint32 inf2, inf3;
  13551. nullpo_retr(false,sd);
  13552. if (sd->chatID)
  13553. return false;
  13554. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13555. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13556. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13557. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13558. return true;
  13559. }
  13560. switch( sd->menuskill_id ) {
  13561. case AM_PHARMACY:
  13562. switch( skill_id ) {
  13563. case AM_PHARMACY:
  13564. case AC_MAKINGARROW:
  13565. case BS_REPAIRWEAPON:
  13566. case AM_TWILIGHT1:
  13567. case AM_TWILIGHT2:
  13568. case AM_TWILIGHT3:
  13569. return false;
  13570. }
  13571. break;
  13572. case GN_MIX_COOKING:
  13573. case GN_MAKEBOMB:
  13574. case GN_S_PHARMACY:
  13575. case GN_CHANGEMATERIAL:
  13576. if( sd->menuskill_id != skill_id )
  13577. return false;
  13578. break;
  13579. }
  13580. status = &sd->battle_status;
  13581. sc = &sd->sc;
  13582. if( !sc->count )
  13583. sc = NULL;
  13584. if( sd->skillitem == skill_id )
  13585. {
  13586. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13587. sd->state.abra_flag = 0;
  13588. else
  13589. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13590. if( (i = sd->itemindex) == -1 ||
  13591. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  13592. sd->inventory_data[i] == NULL ||
  13593. !sd->inventory_data[i]->flag.delay_consume ||
  13594. sd->inventory.u.items_inventory[i].amount < 1
  13595. )
  13596. { //Something went wrong, item exploit?
  13597. sd->itemid = sd->itemindex = -1;
  13598. return false;
  13599. }
  13600. //Consume
  13601. sd->itemid = sd->itemindex = -1;
  13602. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume == 2 ) // [marquis007]
  13603. ; //Do not consume item.
  13604. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  13605. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13606. }
  13607. if(!sd->skillitem_keep_requirement)
  13608. return true;
  13609. }
  13610. if( pc_is90overweight(sd) ) {
  13611. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13612. return false;
  13613. }
  13614. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13615. return false;
  13616. //Checks if disabling skill - in which case no SP requirements are necessary
  13617. if( sc && skill_disable_check(sc,skill_id))
  13618. return true;
  13619. inf3 = skill_get_inf3(skill_id);
  13620. // Check the skills that can be used while mounted on a warg
  13621. if( pc_isridingwug(sd) ) {
  13622. if(!(inf3&INF3_USABLE_WARG))
  13623. return false; // in official there is no message.
  13624. }
  13625. if( pc_ismadogear(sd) ) {
  13626. // Skills that are unusable when Mado is equipped. [Jobbie]
  13627. if(!(inf3&INF3_USABLE_MADO)){
  13628. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  13629. return false;
  13630. }
  13631. }
  13632. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13633. // return false;
  13634. require = skill_get_requirement(sd,skill_id,skill_lv);
  13635. //Can only update state when weapon/arrow info is checked.
  13636. sd->state.arrow_atk = require.ammo?1:0;
  13637. // perform skill-group checks
  13638. inf2 = skill_get_inf2(skill_id);
  13639. if(inf2&INF2_CHORUS_SKILL) {
  13640. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  13641. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13642. return false;
  13643. }
  13644. }
  13645. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13646. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13647. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13648. return false;
  13649. }
  13650. }
  13651. // perform skill-specific checks (and actions)
  13652. switch( skill_id ) {
  13653. case RG_GRAFFITI:
  13654. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  13655. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13656. return false;
  13657. }
  13658. break;
  13659. case SO_SPELLFIST:
  13660. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13661. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13662. return false;
  13663. }
  13664. case SA_CASTCANCEL:
  13665. if(sd->ud.skilltimer == INVALID_TIMER) {
  13666. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13667. return false;
  13668. }
  13669. break;
  13670. case AS_CLOAKING:
  13671. {
  13672. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13673. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13674. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13675. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13676. int di;
  13677. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13678. if( di == 8 ) {
  13679. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13680. return false;
  13681. }
  13682. }
  13683. break;
  13684. }
  13685. case AL_WARP:
  13686. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13687. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13688. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13689. return false;
  13690. }
  13691. break;
  13692. case AL_HOLYWATER:
  13693. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  13694. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13695. return false;
  13696. }
  13697. break;
  13698. case MO_CALLSPIRITS:
  13699. if(sc && sc->data[SC_RAISINGDRAGON])
  13700. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13701. if(sd->spiritball >= skill_lv) {
  13702. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13703. return false;
  13704. }
  13705. break;
  13706. case MO_FINGEROFFENSIVE:
  13707. case GS_FLING:
  13708. case SR_RAMPAGEBLASTER:
  13709. case SR_RIDEINLIGHTNING:
  13710. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13711. sd->spiritball_old = require.spiritball = sd->spiritball;
  13712. else
  13713. sd->spiritball_old = require.spiritball;
  13714. break;
  13715. case MO_CHAINCOMBO:
  13716. if(!sc)
  13717. return false;
  13718. if(sc->data[SC_BLADESTOP])
  13719. break;
  13720. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13721. break;
  13722. return false;
  13723. case MO_COMBOFINISH:
  13724. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13725. return false;
  13726. break;
  13727. case CH_TIGERFIST:
  13728. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13729. return false;
  13730. break;
  13731. case CH_CHAINCRUSH:
  13732. if(!(sc && sc->data[SC_COMBO]))
  13733. return false;
  13734. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13735. return false;
  13736. break;
  13737. case MO_EXTREMITYFIST:
  13738. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13739. // return false;
  13740. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13741. break;
  13742. if( sc && sc->data[SC_COMBO] ) {
  13743. switch(sc->data[SC_COMBO]->val1) {
  13744. case MO_COMBOFINISH:
  13745. case CH_TIGERFIST:
  13746. case CH_CHAINCRUSH:
  13747. break;
  13748. default:
  13749. return false;
  13750. }
  13751. }
  13752. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13754. return false;
  13755. }
  13756. break;
  13757. case TK_MISSION:
  13758. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13759. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13760. return false;
  13761. }
  13762. break;
  13763. case TK_READYCOUNTER:
  13764. case TK_READYDOWN:
  13765. case TK_READYSTORM:
  13766. case TK_READYTURN:
  13767. case TK_JUMPKICK:
  13768. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13769. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13770. return false;
  13771. }
  13772. break;
  13773. case TK_TURNKICK:
  13774. case TK_STORMKICK:
  13775. case TK_DOWNKICK:
  13776. case TK_COUNTER:
  13777. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13778. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13779. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13780. return false; //Combo needs to be ready
  13781. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13782. //Do not repeat a kick.
  13783. if (sc->data[SC_COMBO]->val3 != skill_id)
  13784. break;
  13785. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13786. return false;
  13787. }
  13788. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13789. unit_cancel_combo(&sd->bl);
  13790. return false;
  13791. }
  13792. break; //Combo ready.
  13793. case BD_ADAPTATION:
  13794. {
  13795. int time;
  13796. if(!(sc && sc->data[SC_DANCING])) {
  13797. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13798. return false;
  13799. }
  13800. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13801. if (skill_get_time(
  13802. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13803. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13804. - time < skill_get_time2(skill_id,skill_lv))
  13805. {
  13806. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13807. return false;
  13808. }
  13809. }
  13810. break;
  13811. case PR_BENEDICTIO:
  13812. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13813. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13814. return false;
  13815. }
  13816. break;
  13817. case SL_SMA:
  13818. if(!(sc && sc->data[SC_SMA]))
  13819. return false;
  13820. break;
  13821. case HT_POWER:
  13822. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13823. return false;
  13824. break;
  13825. case CG_HERMODE:
  13826. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13827. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13828. return false;
  13829. }
  13830. break;
  13831. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13832. {
  13833. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13834. int size = range*2+1;
  13835. for (s=0;s<size*size;s++) {
  13836. int x = sd->bl.x+(s%size-range);
  13837. int y = sd->bl.y+(s/size-range);
  13838. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13839. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13840. return false;
  13841. }
  13842. }
  13843. }
  13844. break;
  13845. case PR_REDEMPTIO:
  13846. case LG_INSPIRATION:
  13847. {
  13848. unsigned int exp, exp_needp = 0;
  13849. switch (skill_id) {
  13850. case PR_REDEMPTIO:
  13851. exp_needp = battle_config.exp_cost_redemptio;
  13852. break;
  13853. case LG_INSPIRATION:
  13854. exp_needp = battle_config.exp_cost_inspiration;
  13855. break;
  13856. }
  13857. if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < exp_needp)) {
  13858. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13859. return false;
  13860. }
  13861. break;
  13862. }
  13863. case HP_BASILICA:
  13864. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13865. if( sd ) {
  13866. // When castbegin, needs 7x7 clear area
  13867. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13868. int size = range*2+1;
  13869. for( s=0;s<size*size;s++ ) {
  13870. int x = sd->bl.x+(s%size-range);
  13871. int y = sd->bl.y+(s/size-range);
  13872. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13873. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13874. return false;
  13875. }
  13876. }
  13877. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13878. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13879. return false;
  13880. }
  13881. }
  13882. }
  13883. break;
  13884. case AM_TWILIGHT2:
  13885. case AM_TWILIGHT3:
  13886. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13887. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13888. return false;
  13889. }
  13890. break;
  13891. case SG_SUN_WARM:
  13892. case SG_MOON_WARM:
  13893. case SG_STAR_WARM:
  13894. if (sc && sc->data[SC_MIRACLE])
  13895. break;
  13896. i = skill_id-SG_SUN_WARM;
  13897. if (sd->bl.m == sd->feel_map[i].m)
  13898. break;
  13899. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13900. return false;
  13901. break;
  13902. case SG_SUN_COMFORT:
  13903. case SG_MOON_COMFORT:
  13904. case SG_STAR_COMFORT:
  13905. if (sc && sc->data[SC_MIRACLE])
  13906. break;
  13907. i = skill_id-SG_SUN_COMFORT;
  13908. if (sd->bl.m == sd->feel_map[i].m &&
  13909. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13910. break;
  13911. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13912. return false;
  13913. case SG_FUSION:
  13914. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13915. break;
  13916. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13917. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13918. if( require.sp > 0 ) {
  13919. if (status->sp < (unsigned int)require.sp)
  13920. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13921. else
  13922. status_zap(&sd->bl, 0, require.sp);
  13923. }
  13924. return false;
  13925. case GD_BATTLEORDER:
  13926. case GD_REGENERATION:
  13927. case GD_RESTORE:
  13928. if (!map_flag_gvg2(sd->bl.m)) {
  13929. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13930. return false;
  13931. }
  13932. case GD_EMERGENCYCALL:
  13933. case GD_ITEMEMERGENCYCALL:
  13934. // other checks were already done in skill_isNotOk()
  13935. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13936. return false;
  13937. break;
  13938. case GS_GLITTERING:
  13939. case RL_RICHS_COIN:
  13940. if(sd->spiritball >= 10) {
  13941. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13942. return false;
  13943. }
  13944. break;
  13945. case NJ_ISSEN:
  13946. #ifdef RENEWAL
  13947. if (status->hp < (status->hp/100)) {
  13948. #else
  13949. if (status->hp < 2) {
  13950. #endif
  13951. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13952. return false;
  13953. }
  13954. case NJ_BUNSINJYUTSU:
  13955. if (!(sc && sc->data[SC_NEN])) {
  13956. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13957. return false;
  13958. }
  13959. break;
  13960. case NJ_ZENYNAGE:
  13961. case KO_MUCHANAGE:
  13962. if(sd->status.zeny < require.zeny) {
  13963. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13964. return false;
  13965. }
  13966. break;
  13967. case PF_HPCONVERSION:
  13968. if (status->sp == status->max_sp)
  13969. return false; //Unusable when at full SP.
  13970. break;
  13971. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13972. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13973. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13974. return false;
  13975. }
  13976. break;
  13977. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13978. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13979. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13980. return false;
  13981. }
  13982. break;
  13983. case AB_ANCILLA: {
  13984. int count = 0;
  13985. for( i = 0; i < MAX_INVENTORY; i++ )
  13986. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  13987. count += sd->inventory.u.items_inventory[i].amount;
  13988. if( count >= 3 ) {
  13989. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13990. return false;
  13991. }
  13992. }
  13993. break;
  13994. /**
  13995. * Keeping as a note:
  13996. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13997. */
  13998. //case AB_LAUDAAGNUS:
  13999. //case AB_LAUDARAMUS:
  14000. // if( !sd->status.party_id ) {
  14001. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14002. // return false;
  14003. // }
  14004. // break;
  14005. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  14006. case WL_COMET:
  14007. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  14008. && sd->special_state.no_gemstone == 0
  14009. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  14010. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14011. return false;
  14012. }
  14013. break;
  14014. case WL_SUMMONFB:
  14015. case WL_SUMMONBL:
  14016. case WL_SUMMONWB:
  14017. case WL_SUMMONSTONE:
  14018. if( sc ) {
  14019. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  14020. if( i == SC_SPHERE_5+1 ) { // No more free slots
  14021. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14022. return false;
  14023. }
  14024. }
  14025. break;
  14026. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  14027. if( sc ) {
  14028. int j = 0;
  14029. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  14030. if( sc->data[i] ) {
  14031. j++;
  14032. }
  14033. if( j < 4 ) { // Need 4 spheres minimum
  14034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14035. return false;
  14036. }
  14037. }
  14038. else { // no status at all? no spheres present
  14039. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14040. return false;
  14041. }
  14042. break;
  14043. case GC_HALLUCINATIONWALK:
  14044. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14045. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14046. return false;
  14047. }
  14048. break;
  14049. case GC_COUNTERSLASH:
  14050. case GC_WEAPONCRUSH:
  14051. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  14052. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  14053. return false;
  14054. }
  14055. break;
  14056. case RA_WUGMASTERY:
  14057. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14058. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14059. return false;
  14060. }
  14061. break;
  14062. case RA_WUGSTRIKE:
  14063. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14064. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14065. return false;
  14066. }
  14067. break;
  14068. case RA_WUGRIDER:
  14069. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14070. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14071. return false;
  14072. }
  14073. break;
  14074. case RA_WUGDASH:
  14075. if(!pc_isridingwug(sd)) {
  14076. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14077. return false;
  14078. }
  14079. else {
  14080. int16 sx = sd->bl.x;
  14081. int16 sy = sd->bl.y;
  14082. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14083. switch (dir) {
  14084. case 0: case 8: sy++; break;
  14085. case 1: sx--; sy++; break;
  14086. case 2: sx--; break;
  14087. case 3: sx--; sy--; break;
  14088. case 4: sy--; break;
  14089. case 5: sx++; sy--; break;
  14090. case 6: sx++; break;
  14091. case 7: sx++; sy++; break;
  14092. }
  14093. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14094. return false;
  14095. }
  14096. }
  14097. break;
  14098. case LG_BANDING:
  14099. if( sc && sc->data[SC_INSPIRATION] ) {
  14100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14101. return false;
  14102. }
  14103. break;
  14104. case LG_PRESTIGE:
  14105. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  14106. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14107. return false;
  14108. }
  14109. break;
  14110. case LG_RAGEBURST:
  14111. if( sd->spiritball == 0 ) {
  14112. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14113. return false;
  14114. }
  14115. sd->spiritball_old = require.spiritball = sd->spiritball;
  14116. break;
  14117. case LG_SHIELDSPELL: {
  14118. short index = sd->equip_index[EQI_HAND_L];
  14119. struct item_data *shield_data = NULL;
  14120. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  14121. shield_data = sd->inventory_data[index];
  14122. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  14123. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14124. break;
  14125. }
  14126. }
  14127. break;
  14128. case LG_RAYOFGENESIS:
  14129. case LG_HESPERUSLIT:
  14130. if (sc && sc->data[SC_INSPIRATION])
  14131. return true; // Don't check for partner.
  14132. if (!(sc && sc->data[SC_BANDING])) {
  14133. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14134. return false;
  14135. }
  14136. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3))
  14137. return false; // Just fails, no msg here.
  14138. break;
  14139. case SR_FALLENEMPIRE:
  14140. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14141. return false;
  14142. break;
  14143. case SR_CRESCENTELBOW:
  14144. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14145. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14146. return false;
  14147. }
  14148. break;
  14149. case SR_CURSEDCIRCLE:
  14150. if (map_flag_gvg2(sd->bl.m)) {
  14151. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14152. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14153. char output[128];
  14154. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14155. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14156. return false;
  14157. }
  14158. }
  14159. if( sd->spiritball > 0 )
  14160. sd->spiritball_old = require.spiritball = sd->spiritball;
  14161. else {
  14162. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14163. return false;
  14164. }
  14165. break;
  14166. case SR_GATEOFHELL:
  14167. if( sd->spiritball > 0 )
  14168. sd->spiritball_old = require.spiritball;
  14169. break;
  14170. case SC_MANHOLE:
  14171. case SC_DIMENSIONDOOR:
  14172. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14173. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14174. return false;
  14175. }
  14176. break;
  14177. case SC_FEINTBOMB:
  14178. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  14179. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14180. return false;
  14181. }
  14182. break;
  14183. case WM_GREAT_ECHO: {
  14184. int count;
  14185. count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0);
  14186. if( count < 1 ) {
  14187. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  14188. return false;
  14189. } else
  14190. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14191. }
  14192. break;
  14193. case SO_FIREWALK:
  14194. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14195. if( sc && sc->data[SC_PROPERTYWALK] &&
  14196. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14197. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14198. return false;
  14199. }
  14200. break;
  14201. case SO_EL_CONTROL:
  14202. if( !sd->status.ele_id || !sd->ed ) {
  14203. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14204. return false;
  14205. }
  14206. break;
  14207. case KO_JYUMONJIKIRI:
  14208. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  14209. return true;
  14210. else {
  14211. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14212. return false;
  14213. }
  14214. break;
  14215. case KO_KAHU_ENTEN:
  14216. case KO_HYOUHU_HUBUKI:
  14217. case KO_KAZEHU_SEIRAN:
  14218. case KO_DOHU_KOUKAI:
  14219. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14220. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14221. return false;
  14222. }
  14223. break;
  14224. case KO_KAIHOU:
  14225. case KO_ZENKAI:
  14226. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14227. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14228. return false;
  14229. }
  14230. break;
  14231. }
  14232. /* check state required */
  14233. switch (require.state) {
  14234. case ST_HIDDEN:
  14235. if(!pc_ishiding(sd)) {
  14236. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14237. return false;
  14238. }
  14239. break;
  14240. case ST_RIDING:
  14241. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14242. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14243. return false;
  14244. }
  14245. break;
  14246. case ST_FALCON:
  14247. if(!pc_isfalcon(sd)) {
  14248. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14249. return false;
  14250. }
  14251. break;
  14252. case ST_CART:
  14253. if(!pc_iscarton(sd)) {
  14254. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14255. return false;
  14256. }
  14257. break;
  14258. case ST_SHIELD:
  14259. if(sd->status.shield <= 0) {
  14260. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14261. return false;
  14262. }
  14263. break;
  14264. case ST_RECOV_WEIGHT_RATE:
  14265. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  14266. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14267. return false;
  14268. }
  14269. break;
  14270. case ST_MOVE_ENABLE:
  14271. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14272. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14273. if (!unit_can_move(&sd->bl)) {
  14274. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14275. return false;
  14276. }
  14277. break;
  14278. case ST_WATER:
  14279. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14280. break;
  14281. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  14282. break;
  14283. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14284. return false;
  14285. case ST_RIDINGDRAGON:
  14286. if( !pc_isridingdragon(sd) ) {
  14287. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14288. return false;
  14289. }
  14290. break;
  14291. case ST_WUG:
  14292. if( !pc_iswug(sd) ) {
  14293. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14294. return false;
  14295. }
  14296. break;
  14297. case ST_RIDINGWUG:
  14298. if( !pc_isridingwug(sd) ) {
  14299. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14300. return false;
  14301. }
  14302. break;
  14303. case ST_MADO:
  14304. if( !pc_ismadogear(sd) ) {
  14305. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14306. return false;
  14307. }
  14308. break;
  14309. case ST_ELEMENTALSPIRIT:
  14310. case ST_ELEMENTALSPIRIT2:
  14311. if(!sd->ed) {
  14312. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14313. return false;
  14314. }
  14315. break;
  14316. case ST_PECO:
  14317. if(!pc_isriding(sd)) {
  14318. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14319. return false;
  14320. }
  14321. break;
  14322. }
  14323. /* check the status required */
  14324. if (require.status_count) {
  14325. switch (skill_id) {
  14326. // Being checked later in skill_check_condition_castend()
  14327. case WZ_SIGHTRASHER:
  14328. break;
  14329. default:
  14330. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14331. return false;
  14332. break;
  14333. }
  14334. }
  14335. // Check for equipped item(s)
  14336. if (require.eqItem_count) {
  14337. uint8 count = require.eqItem_count;
  14338. for (i = 0; i < require.eqItem_count; i++) {
  14339. uint16 reqeqit = require.eqItem[i];
  14340. if (!reqeqit)
  14341. break; // Skill has no required item(s); get out of here
  14342. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14343. case NC_PILEBUNKER:
  14344. case RL_P_ALTER:
  14345. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14346. count--;
  14347. if (!count) {
  14348. if( skill_id == RL_P_ALTER ){
  14349. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14350. }else{
  14351. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14352. }
  14353. return false;
  14354. } else
  14355. continue;
  14356. }
  14357. break;
  14358. case NC_ACCELERATION:
  14359. case NC_SELFDESTRUCTION:
  14360. case NC_SHAPESHIFT:
  14361. case NC_EMERGENCYCOOL:
  14362. case NC_MAGNETICFIELD:
  14363. case NC_NEUTRALBARRIER:
  14364. case NC_STEALTHFIELD:
  14365. if (pc_search_inventory(sd, reqeqit) == -1) {
  14366. count--;
  14367. if (!count) {
  14368. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, require.eqItem[0]<<16);
  14369. return false;
  14370. } else
  14371. continue;
  14372. }
  14373. break;
  14374. default:
  14375. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14376. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT,reqeqit<<16);
  14377. return false;
  14378. }
  14379. break;
  14380. }
  14381. }
  14382. }
  14383. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14384. //mhp is the max-hp-requirement, that is,
  14385. //you must have this % or less of HP to cast it.
  14386. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14387. return false;
  14388. }
  14389. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14390. switch(skill_id) {
  14391. case RA_AIMEDBOLT:
  14392. break;
  14393. default:
  14394. switch((unsigned int)log2(require.weapon)) {
  14395. case W_REVOLVER:
  14396. clif_msg(sd, SKILL_NEED_REVOLVER);
  14397. break;
  14398. case W_RIFLE:
  14399. clif_msg(sd, SKILL_NEED_RIFLE);
  14400. break;
  14401. case W_GATLING:
  14402. clif_msg(sd, SKILL_NEED_GATLING);
  14403. break;
  14404. case W_SHOTGUN:
  14405. clif_msg(sd, SKILL_NEED_SHOTGUN);
  14406. break;
  14407. case W_GRENADE:
  14408. clif_msg(sd, SKILL_NEED_GRENADE);
  14409. break;
  14410. default:
  14411. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  14412. break;
  14413. }
  14414. return false;
  14415. }
  14416. }
  14417. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14418. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14419. return false;
  14420. }
  14421. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14422. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14423. return false;
  14424. }
  14425. if ((require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  14426. (require.spiritball == -1 && sd->spiritball < 1)) {
  14427. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  14428. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  14429. else
  14430. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  14431. return false;
  14432. }
  14433. return true;
  14434. }
  14435. /**
  14436. * Check skill condition when cast end.
  14437. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14438. * @param sd Player who uses skill
  14439. * @param skill_id ID of used skill
  14440. * @param skill_lv Level of used skill
  14441. * @return true: All condition passed, false: Failed
  14442. */
  14443. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14444. {
  14445. struct skill_condition require;
  14446. struct status_data *status;
  14447. int i;
  14448. short index[MAX_SKILL_ITEM_REQUIRE];
  14449. nullpo_retr(false,sd);
  14450. if( sd->chatID )
  14451. return false;
  14452. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14453. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14454. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14455. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14456. return true;
  14457. }
  14458. switch( sd->menuskill_id ) { // Cast start or cast end??
  14459. case AM_PHARMACY:
  14460. switch( skill_id ) {
  14461. case AM_PHARMACY:
  14462. case AC_MAKINGARROW:
  14463. case BS_REPAIRWEAPON:
  14464. case AM_TWILIGHT1:
  14465. case AM_TWILIGHT2:
  14466. case AM_TWILIGHT3:
  14467. return false;
  14468. }
  14469. break;
  14470. case GN_MIX_COOKING:
  14471. case GN_MAKEBOMB:
  14472. case GN_S_PHARMACY:
  14473. case GN_CHANGEMATERIAL:
  14474. if( sd->menuskill_id != skill_id )
  14475. return false;
  14476. break;
  14477. }
  14478. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  14479. return true;
  14480. if( pc_is90overweight(sd) ) {
  14481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14482. return false;
  14483. }
  14484. // perform skill-specific checks (and actions)
  14485. switch( skill_id ) {
  14486. case PR_BENEDICTIO:
  14487. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14488. break;
  14489. case AM_CANNIBALIZE:
  14490. case AM_SPHEREMINE: {
  14491. int c=0;
  14492. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  14493. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14494. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14495. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14496. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14497. if(c >= maxcount ||
  14498. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14499. { //Fails when: exceed max limit. There are other plant types already out.
  14500. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14501. return false;
  14502. }
  14503. }
  14504. break;
  14505. }
  14506. case NC_SILVERSNIPER:
  14507. case NC_MAGICDECOY: {
  14508. int c = 0;
  14509. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14510. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  14511. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14512. if( skill_id == NC_MAGICDECOY ) {
  14513. int j;
  14514. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14515. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14516. } else
  14517. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14518. if( c >= maxcount ) {
  14519. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14520. return false;
  14521. }
  14522. }
  14523. }
  14524. break;
  14525. case KO_ZANZOU: {
  14526. int c = 0;
  14527. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14528. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14529. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14530. return false;
  14531. }
  14532. }
  14533. break;
  14534. }
  14535. status = &sd->battle_status;
  14536. require = skill_get_requirement(sd,skill_id,skill_lv);
  14537. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  14538. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14539. return false;
  14540. }
  14541. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14542. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14543. return false;
  14544. }
  14545. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  14546. uint8 extra_ammo = 0;
  14547. #ifdef RENEWAL
  14548. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  14549. case WM_SEVERE_RAINSTORM:
  14550. case RL_R_TRIP:
  14551. case RL_FIRE_RAIN:
  14552. extra_ammo = 1;
  14553. break;
  14554. default:
  14555. break;
  14556. }
  14557. #endif
  14558. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  14559. clif_arrow_fail(sd,0);
  14560. return false;
  14561. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  14562. char e_msg[100];
  14563. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  14564. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  14565. return false;
  14566. }
  14567. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14568. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14569. return false;
  14570. }
  14571. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14572. skill_get_desc(skill_id),
  14573. require.ammo_qty,
  14574. itemdb_jname(sd->inventory.u.items_inventory[i].nameid));
  14575. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  14576. return false;
  14577. }
  14578. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14579. //which is the closest we have to wrong ammo type. [Skotlex]
  14580. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14581. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14582. return false;
  14583. }
  14584. }
  14585. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14586. if( !require.itemid[i] )
  14587. continue;
  14588. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14589. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  14590. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14591. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14592. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14593. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14594. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14595. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14596. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14597. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14598. else if( require.itemid[i] == ITEMID_ANCILLA )
  14599. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14600. else if(skill_id == RL_SLUGSHOT) {
  14601. if (i < MAX_SKILL_ITEM_REQUIRE - 1) // Check all Slug types
  14602. continue;
  14603. else
  14604. clif_skill_fail(sd, RL_SLUGSHOT, USESKILL_FAIL_NEED_MORE_BULLET, 0); // Bullet is required.
  14605. } else {
  14606. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, ( require.itemid[i] << 16 ) | require.amount[i] ); // [%s] required '%d' amount.
  14607. }
  14608. return false;
  14609. } else if (skill_id == RL_SLUGSHOT) // Slug found - simulate priority and cancel the loop
  14610. break;
  14611. }
  14612. /* check the status required */
  14613. if (require.status_count) {
  14614. switch (skill_id) {
  14615. case WZ_SIGHTRASHER:
  14616. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14617. return false;
  14618. break;
  14619. default:
  14620. break;
  14621. }
  14622. }
  14623. return true;
  14624. }
  14625. /** Consume skill requirement
  14626. * @param sd Player who uses the skill
  14627. * @param skill_id ID of used skill
  14628. * @param skill_lv Level of used skill
  14629. * @param type Consume type
  14630. * type&1: consume the others (before skill was used);
  14631. * type&2: consume items (after skill was used)
  14632. */
  14633. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14634. {
  14635. struct skill_condition require;
  14636. nullpo_retv(sd);
  14637. require = skill_get_requirement(sd,skill_id,skill_lv);
  14638. if( type&1 ) {
  14639. switch( skill_id ) {
  14640. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14641. case MC_IDENTIFY:
  14642. require.sp = 0;
  14643. break;
  14644. case MO_KITRANSLATION:
  14645. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14646. require.spiritball = 0;
  14647. //Fall through
  14648. default:
  14649. if(sd->state.autocast)
  14650. require.sp = 0;
  14651. break;
  14652. }
  14653. if(require.hp || require.sp)
  14654. status_zap(&sd->bl, require.hp, require.sp);
  14655. if(require.spiritball > 0)
  14656. pc_delspiritball(sd,require.spiritball,0);
  14657. else if(require.spiritball == -1) {
  14658. sd->spiritball_old = sd->spiritball;
  14659. pc_delspiritball(sd,sd->spiritball,0);
  14660. }
  14661. if(require.zeny > 0)
  14662. {
  14663. if( skill_id == NJ_ZENYNAGE )
  14664. require.zeny = 0; //Zeny is reduced on skill_attack.
  14665. if( sd->status.zeny < require.zeny )
  14666. require.zeny = sd->status.zeny;
  14667. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14668. }
  14669. }
  14670. if( type&2 ) {
  14671. struct status_change *sc = &sd->sc;
  14672. int n,i;
  14673. if( !sc->count )
  14674. sc = NULL;
  14675. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14676. {
  14677. if( !require.itemid[i] )
  14678. continue;
  14679. if( itemdb_group_item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  14680. continue; //Gemstones are checked, but not substracted from inventory.
  14681. switch( skill_id ){
  14682. case SA_SEISMICWEAPON:
  14683. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14684. continue;
  14685. break;
  14686. case SA_FLAMELAUNCHER:
  14687. case SA_VOLCANO:
  14688. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14689. continue;
  14690. break;
  14691. case SA_FROSTWEAPON:
  14692. case SA_DELUGE:
  14693. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14694. continue;
  14695. break;
  14696. case SA_LIGHTNINGLOADER:
  14697. case SA_VIOLENTGALE:
  14698. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14699. continue;
  14700. break;
  14701. }
  14702. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14703. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14704. if (skill_id == RL_SLUGSHOT && n > -1) // Slug found - simulate priority and cancel the loop
  14705. break;
  14706. }
  14707. }
  14708. }
  14709. /**
  14710. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14711. * @param sd Player's that will be checked
  14712. * @param skill_id Skill that's being used
  14713. * @param skill_lv Skill level of used skill
  14714. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14715. */
  14716. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14717. {
  14718. struct skill_condition req;
  14719. struct status_data *status;
  14720. struct status_change *sc;
  14721. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14722. uint16 idx;
  14723. bool level_dependent = false;
  14724. memset(&req,0,sizeof(req));
  14725. if( !sd )
  14726. return req;
  14727. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  14728. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14729. sc = &sd->sc;
  14730. if( !sc->count )
  14731. sc = NULL;
  14732. //Checks if disabling skill - in which case no SP requirements are necessary
  14733. if( sc && skill_disable_check(sc,skill_id) )
  14734. return req;
  14735. idx = skill_get_index(skill_id);
  14736. if( idx == 0 ) // invalid skill id
  14737. return req;
  14738. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14739. status = &sd->battle_status;
  14740. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14741. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14742. if(hp_rate > 0)
  14743. req.hp += (status->hp * hp_rate)/100;
  14744. else
  14745. req.hp += (status->max_hp * (-hp_rate))/100;
  14746. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14747. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14748. req.sp /= 2;
  14749. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14750. if(sp_rate > 0)
  14751. req.sp += (status->sp * sp_rate)/100;
  14752. else
  14753. req.sp += (status->max_sp * (-sp_rate))/100;
  14754. if( sd->dsprate != 100 )
  14755. req.sp = req.sp * sd->dsprate / 100;
  14756. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14757. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14758. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14759. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14760. if( i < ARRAYLENGTH(sd->skillusesp) )
  14761. req.sp -= sd->skillusesp[i].val;
  14762. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  14763. req.sp += req.sp * 30 / 100;
  14764. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14765. if( sc ) {
  14766. if( sc->data[SC__LAZINESS] )
  14767. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14768. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14769. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14770. if( sc->data[SC_RECOGNIZEDSPELL] )
  14771. req.sp += req.sp / 4;
  14772. if( sc->data[SC_OFFERTORIUM])
  14773. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14774. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14775. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14776. }
  14777. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14778. if( sc && sc->data[SC__UNLUCKY] ) {
  14779. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14780. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14781. else
  14782. req.zeny += 1000;
  14783. }
  14784. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14785. req.state = skill_db[idx]->require.state;
  14786. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14787. req.weapon = skill_db[idx]->require.weapon;
  14788. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14789. if (req.ammo_qty)
  14790. req.ammo = skill_db[idx]->require.ammo;
  14791. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14792. { //Assume this skill is using the weapon, therefore it requires arrows.
  14793. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14794. req.ammo_qty = 1;
  14795. }
  14796. req.status_count = skill_db[idx]->require.status_count;
  14797. req.status = skill_db[idx]->require.status;
  14798. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14799. req.eqItem = skill_db[idx]->require.eqItem;
  14800. switch( skill_id ) {
  14801. /* Skill level-dependent checks */
  14802. case NC_SHAPESHIFT: // NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14803. case NC_REPAIR: // NOTE: Please make sure Repair_Kit in the last position in skill_require_db.txt
  14804. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14805. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14806. case KO_MAKIBISHI:
  14807. case GN_FIRE_EXPANSION:
  14808. case SO_SUMMON_AGNI:
  14809. case SO_SUMMON_AQUA:
  14810. case SO_SUMMON_VENTUS:
  14811. case SO_SUMMON_TERA:
  14812. case SO_WATER_INSIGNIA:
  14813. case SO_FIRE_INSIGNIA:
  14814. case SO_WIND_INSIGNIA:
  14815. case SO_EARTH_INSIGNIA:
  14816. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14817. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14818. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14819. level_dependent = true;
  14820. /* Normal skill requirements and gemstone checks */
  14821. default:
  14822. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14823. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14824. if (!level_dependent) {
  14825. switch( skill_id ) {
  14826. case AM_POTIONPITCHER:
  14827. case CR_SLIMPITCHER:
  14828. case CR_CULTIVATION:
  14829. if (i != skill_lv%11 - 1)
  14830. continue;
  14831. break;
  14832. case AM_CALLHOMUN:
  14833. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14834. continue;
  14835. break;
  14836. case AB_ADORAMUS:
  14837. if( itemdb_group_item_exists(IG_GEMSTONE, skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14838. continue;
  14839. break;
  14840. case WL_COMET:
  14841. if( itemdb_group_item_exists(IG_GEMSTONE, skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14842. continue;
  14843. break;
  14844. }
  14845. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14846. req.amount[i] = skill_db[idx]->require.amount[i];
  14847. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14848. int16 itIndex;
  14849. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  14850. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14851. req.itemid[i] = ITEMID_TRAP;
  14852. else
  14853. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14854. req.amount[i] = 1;
  14855. }
  14856. break;
  14857. }
  14858. }
  14859. // Check requirement for gemstone.
  14860. if (itemdb_group_item_exists(IG_GEMSTONE, req.itemid[i])) {
  14861. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14862. req.itemid[i] = req.amount[i] = 0;
  14863. else {
  14864. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  14865. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14866. if( skill_id != SA_ABRACADABRA )
  14867. req.itemid[i] = req.amount[i] = 0;
  14868. else if( --req.amount[i] < 1 )
  14869. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14870. }
  14871. }
  14872. }
  14873. // Check requirement for Magic Gear Fuel
  14874. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
  14875. if (sd->special_state.no_mado_fuel)
  14876. {
  14877. req.itemid[i] = req.amount[i] = 0;
  14878. }
  14879. }
  14880. }
  14881. break;
  14882. }
  14883. // Check for cost reductions due to skills & SCs
  14884. switch(skill_id) {
  14885. case MC_MAMMONITE:
  14886. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14887. req.zeny -= req.zeny*10/100;
  14888. break;
  14889. case AL_HOLYLIGHT:
  14890. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14891. req.sp *= 5;
  14892. break;
  14893. case SL_SMA:
  14894. case SL_STUN:
  14895. case SL_STIN:
  14896. {
  14897. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14898. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14899. break;
  14900. if(sd->status.base_level>=90)
  14901. req.sp -= req.sp*7*kaina_lv/100;
  14902. else if(sd->status.base_level>=80)
  14903. req.sp -= req.sp*5*kaina_lv/100;
  14904. else if(sd->status.base_level>=70)
  14905. req.sp -= req.sp*3*kaina_lv/100;
  14906. }
  14907. break;
  14908. case MO_CHAINCOMBO:
  14909. case MO_COMBOFINISH:
  14910. case CH_TIGERFIST:
  14911. case CH_CHAINCRUSH:
  14912. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14913. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14914. break;
  14915. case MO_BODYRELOCATION:
  14916. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14917. req.spiritball = 0;
  14918. break;
  14919. case MO_EXTREMITYFIST:
  14920. if( sc ) {
  14921. if( sc->data[SC_BLADESTOP] )
  14922. req.spiritball--;
  14923. else if( sc->data[SC_COMBO] ) {
  14924. switch( sc->data[SC_COMBO]->val1 ) {
  14925. case MO_COMBOFINISH:
  14926. req.spiritball = 4;
  14927. break;
  14928. case CH_TIGERFIST:
  14929. req.spiritball = 3;
  14930. break;
  14931. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14932. req.spiritball = sd->spiritball?sd->spiritball:1;
  14933. break;
  14934. }
  14935. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14936. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14937. }
  14938. break;
  14939. case SR_RAMPAGEBLASTER:
  14940. req.spiritball = sd->spiritball?sd->spiritball:15;
  14941. break;
  14942. case LG_RAGEBURST:
  14943. req.spiritball = sd->spiritball?sd->spiritball:1;
  14944. break;
  14945. case SR_GATEOFHELL:
  14946. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14947. req.sp -= req.sp * 10 / 100;
  14948. break;
  14949. case SO_SUMMON_AGNI:
  14950. case SO_SUMMON_AQUA:
  14951. case SO_SUMMON_VENTUS:
  14952. case SO_SUMMON_TERA: {
  14953. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14954. if( spirit_sympathy )
  14955. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14956. }
  14957. break;
  14958. case SO_PSYCHIC_WAVE:
  14959. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14960. req.sp += req.sp / 2; // 1.5x SP cost
  14961. break;
  14962. }
  14963. //Check if player is using the copied skill [Cydh]
  14964. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14965. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14966. if (req_opt&0x0001) req.hp = 0;
  14967. if (req_opt&0x0002) req.mhp = 0;
  14968. if (req_opt&0x0004) req.sp = 0;
  14969. if (req_opt&0x0008) req.hp_rate = 0;
  14970. if (req_opt&0x0010) req.sp_rate = 0;
  14971. if (req_opt&0x0020) req.zeny = 0;
  14972. if (req_opt&0x0040) req.weapon = 0;
  14973. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14974. if (req_opt&0x0100) req.state = ST_NONE;
  14975. if (req_opt&0x0200) req.status_count = 0;
  14976. if (req_opt&0x0400) req.spiritball = 0;
  14977. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14978. if (req_opt&0x1000) req.eqItem_count = 0;
  14979. }
  14980. return req;
  14981. }
  14982. /*==========================================
  14983. * Does cast-time reductions based on dex, item bonuses and config setting
  14984. *------------------------------------------*/
  14985. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14986. double time = skill_get_cast(skill_id, skill_lv);
  14987. nullpo_ret(bl);
  14988. #ifndef RENEWAL_CAST
  14989. {
  14990. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  14991. struct status_change *sc = status_get_sc(bl);
  14992. int reduce_cast_rate = 0;
  14993. uint8 flag = skill_get_castnodex(skill_id);
  14994. // Calculate base cast time (reduced by dex)
  14995. if (!(flag&1)) {
  14996. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14997. if (scale > 0) // not instant cast
  14998. time = time * (float)scale / battle_config.castrate_dex_scale;
  14999. else
  15000. return 0; // instant cast
  15001. }
  15002. // Calculate cast time reduced by item/card bonuses
  15003. if (sd) {
  15004. int i;
  15005. if (!(flag&4) && sd->castrate != 100)
  15006. reduce_cast_rate += 100 - sd->castrate;
  15007. // Skill-specific reductions work regardless of flag
  15008. for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  15009. if (sd->skillcastrate[i].id == skill_id) {
  15010. time += time * sd->skillcastrate[i].val / 100;
  15011. break;
  15012. }
  15013. }
  15014. }
  15015. // These cast time reductions are processed even if the skill fails
  15016. if (sc && sc->count) {
  15017. // Magic Strings stacks additively with item bonuses
  15018. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  15019. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15020. // Foresight halves the cast time, it does not stack additively
  15021. if (sc->data[SC_MEMORIZE]) {
  15022. if(!(flag&2))
  15023. time -= time * 50 / 100;
  15024. // Foresight counter gets reduced even if the skill is not affected by it
  15025. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15026. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15027. }
  15028. }
  15029. time = time * (1 - (float)reduce_cast_rate / 100);
  15030. }
  15031. #endif
  15032. // config cast time multiplier
  15033. if (battle_config.cast_rate != 100)
  15034. time = time * battle_config.cast_rate / 100;
  15035. // return final cast time
  15036. time = max(time, 0);
  15037. //ShowInfo("Castime castfix = %f\n",time);
  15038. return (int)time;
  15039. }
  15040. #ifndef RENEWAL_CAST
  15041. /**
  15042. * Get the skill cast time for Pre-Re cast
  15043. * @param bl: The caster
  15044. * @param time: Cast time before Status Change addition or reduction
  15045. * @return time: Modified castime after status change addition or reduction
  15046. */
  15047. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  15048. {
  15049. struct status_change *sc = status_get_sc(bl);
  15050. if (time < 0)
  15051. return 0;
  15052. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15053. return (int)time;
  15054. if (sc && sc->count) {
  15055. if (!(flag&2)) {
  15056. if (sc->data[SC_SLOWCAST])
  15057. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15058. if (sc->data[SC_PARALYSIS])
  15059. time += sc->data[SC_PARALYSIS]->val3;
  15060. if (sc->data[SC_IZAYOI])
  15061. time -= time * 50 / 100;
  15062. }
  15063. if (sc->data[SC_SUFFRAGIUM]) {
  15064. if(!(flag&2))
  15065. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15066. //Suffragium ends even if the skill is not affected by it
  15067. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15068. }
  15069. }
  15070. time = max(time, 0);
  15071. //ShowInfo("Castime castfix_sc = %f\n",time);
  15072. return (int)time;
  15073. }
  15074. #else
  15075. /**
  15076. * Get the skill cast time for RENEWAL_CAST.
  15077. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15078. * Additive value:
  15079. * Variable CastTime : time += value
  15080. * Fixed CastTime : fixed += value
  15081. * Multipicative value
  15082. * Variable CastTime : VARCAST_REDUCTION(value)
  15083. * Fixed CastTime : FIXEDCASTRATE2(value)
  15084. * @param bl: The caster
  15085. * @param time: Cast time without reduction
  15086. * @param skill_id: Skill ID of the casted skill
  15087. * @param skill_lv: Skill level of the casted skill
  15088. * @return time: Modified castime after status and bonus addition or reduction
  15089. */
  15090. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15091. {
  15092. struct status_change *sc = status_get_sc(bl);
  15093. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  15094. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15095. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  15096. nullpo_ret(bl);
  15097. if (time < 0)
  15098. return 0;
  15099. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15100. return (int)time;
  15101. if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
  15102. fixed = 0;
  15103. else if (fixed == 0) {
  15104. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15105. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15106. }
  15107. // Additive Variable Cast bonus adjustments by items
  15108. if (sd && !(flag&4)) {
  15109. if (sd->bonus.varcastrate != 0)
  15110. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15111. if (sd->bonus.fixcastrate != 0)
  15112. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15113. if (sd->bonus.add_varcast != 0)
  15114. time += sd->bonus.add_varcast; // bonus bVariableCast
  15115. if (sd->bonus.add_fixcast != 0)
  15116. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15117. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  15118. if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
  15119. fixed += sd->skillfixcast[i].val;
  15120. break;
  15121. }
  15122. }
  15123. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
  15124. if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
  15125. time += sd->skillvarcast[i].val;
  15126. break;
  15127. }
  15128. }
  15129. for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  15130. if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
  15131. reduce_cast_rate += sd->skillcastrate[i].val;
  15132. break;
  15133. }
  15134. }
  15135. for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
  15136. if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
  15137. fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
  15138. break;
  15139. }
  15140. }
  15141. }
  15142. // Adjusted by active statuses
  15143. if (sc && sc->count && !(flag&2)) {
  15144. // Multiplicative Variable CastTime values
  15145. if (sc->data[SC_SLOWCAST])
  15146. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15147. if (sc->data[SC__LAZINESS])
  15148. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15149. if (sc->data[SC_SUFFRAGIUM]) {
  15150. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15151. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15152. }
  15153. if (sc->data[SC_MEMORIZE]) {
  15154. reduce_cast_rate += 50;
  15155. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15156. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15157. }
  15158. if (sc->data[SC_POEMBRAGI])
  15159. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15160. if (sc->data[SC_IZAYOI])
  15161. VARCAST_REDUCTION(50);
  15162. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  15163. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15164. if (sc->data[SC_TELEKINESIS_INTENSE])
  15165. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15166. // Multiplicative Fixed CastTime values
  15167. if (sc->data[SC_SECRAMENT])
  15168. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15169. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15170. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15171. if (sc->data[SC_DANCEWITHWUG])
  15172. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15173. if (sc->data[SC_HEAT_BARREL])
  15174. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15175. // Additive Fixed CastTime values
  15176. if (sc->data[SC_MANDRAGORA])
  15177. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15178. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15179. fixed -= 1000;
  15180. if (sc->data[SC_IZAYOI])
  15181. fixed = 0;
  15182. }
  15183. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15184. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15185. if (varcast_r < 0)
  15186. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15187. // Apply Variable CastTime calculation by INT & DEX
  15188. if (!(flag&1))
  15189. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15190. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15191. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15192. return (int)time;
  15193. }
  15194. #endif
  15195. /*==========================================
  15196. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15197. *------------------------------------------*/
  15198. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15199. {
  15200. int delaynodex = skill_get_delaynodex(skill_id);
  15201. int time = skill_get_delay(skill_id, skill_lv);
  15202. struct map_session_data *sd;
  15203. struct status_change *sc = status_get_sc(bl);
  15204. nullpo_ret(bl);
  15205. sd = BL_CAST(BL_PC, bl);
  15206. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  15207. return 0; //Will use picked skill's delay.
  15208. if (bl->type&battle_config.no_skill_delay)
  15209. return battle_config.min_skill_delay_limit;
  15210. if (time < 0)
  15211. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15212. // Delay reductions
  15213. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15214. case MO_TRIPLEATTACK:
  15215. case MO_CHAINCOMBO:
  15216. case MO_COMBOFINISH:
  15217. case CH_TIGERFIST:
  15218. case CH_CHAINCRUSH:
  15219. case SR_DRAGONCOMBO:
  15220. case SR_FALLENEMPIRE:
  15221. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15222. if (time == 0)
  15223. time = 1000;
  15224. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15225. break;
  15226. case HP_BASILICA:
  15227. if (sc && !sc->data[SC_BASILICA])
  15228. time = 0; // There is no Delay on Basilica creation, only on cancel
  15229. break;
  15230. default:
  15231. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15232. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15233. if (scale > 0)
  15234. time = time * scale / battle_config.castrate_dex_scale;
  15235. else //To be capped later to minimum.
  15236. time = 0;
  15237. }
  15238. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15239. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15240. if (scale > 0)
  15241. time = time * scale / battle_config.castrate_dex_scale;
  15242. else //To be capped later to minimum.
  15243. time = 0;
  15244. }
  15245. }
  15246. if (sc && sc->data[SC_SPIRIT]) {
  15247. switch (skill_id) {
  15248. case CR_SHIELDBOOMERANG:
  15249. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15250. time /= 2;
  15251. break;
  15252. case AS_SONICBLOW:
  15253. if (!map_flag_gvg2(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15254. time /= 2;
  15255. break;
  15256. }
  15257. }
  15258. if (!(delaynodex&2)) {
  15259. if (sc && sc->count) {
  15260. if (sc->data[SC_POEMBRAGI])
  15261. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15262. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15263. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15264. }
  15265. }
  15266. if (!(delaynodex&4) && sd) {
  15267. uint8 i, len = ARRAYLENGTH(sd->skilldelay);
  15268. if (sd->delayrate != 100)
  15269. time = time * sd->delayrate / 100;
  15270. if (len) {
  15271. ARR_FIND(0, len, i, sd->skilldelay[i].id == skill_id);
  15272. if (i < len)
  15273. time += sd->skilldelay[i].val;
  15274. }
  15275. }
  15276. if (battle_config.delay_rate != 100)
  15277. time = time * battle_config.delay_rate / 100;
  15278. //ShowInfo("Delay delayfix = %d\n",time);
  15279. return max(time,0);
  15280. }
  15281. /*==========================================
  15282. * Weapon Repair [Celest/DracoRPG]
  15283. *------------------------------------------*/
  15284. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15285. unsigned short material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
  15286. struct item *item;
  15287. struct map_session_data *target_sd;
  15288. nullpo_retv(sd);
  15289. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15290. return;
  15291. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15292. return;
  15293. if( idx < 0 || idx >= MAX_INVENTORY )
  15294. return; //Invalid index??
  15295. item = &target_sd->inventory.u.items_inventory[idx];
  15296. if( !item->nameid || !item->attribute )
  15297. return; //Again invalid item....
  15298. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15299. clif_item_repaireffect(sd, idx, 1);
  15300. return;
  15301. }
  15302. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15303. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15304. else
  15305. material = materials [2]; // Armors consume 1 Steel
  15306. if ( pc_search_inventory(sd,material) < 0 ) {
  15307. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15308. return;
  15309. }
  15310. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15311. item->attribute = 0;/* clear broken state */
  15312. clif_equiplist(target_sd);
  15313. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15314. clif_item_repaireffect(sd,idx,0);
  15315. if( sd != target_sd )
  15316. clif_item_repaireffect(target_sd,idx,0);
  15317. }
  15318. /*==========================================
  15319. * Item Appraisal
  15320. *------------------------------------------*/
  15321. void skill_identify(struct map_session_data *sd, int idx)
  15322. {
  15323. int flag=1;
  15324. nullpo_retv(sd);
  15325. sd->state.workinprogress = WIP_DISABLE_NONE;
  15326. if(idx >= 0 && idx < MAX_INVENTORY) {
  15327. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15328. flag=0;
  15329. sd->inventory.u.items_inventory[idx].identify = 1;
  15330. }
  15331. }
  15332. clif_item_identified(sd,idx,flag);
  15333. }
  15334. /*==========================================
  15335. * Weapon Refine [Celest]
  15336. *------------------------------------------*/
  15337. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15338. {
  15339. nullpo_retv(sd);
  15340. if (idx >= 0 && idx < MAX_INVENTORY)
  15341. {
  15342. struct item *item;
  15343. struct item_data *ditem = sd->inventory_data[idx];
  15344. item = &sd->inventory.u.items_inventory[idx];
  15345. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15346. int i = 0, per;
  15347. unsigned short material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
  15348. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15349. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15350. return;
  15351. }
  15352. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15353. clif_upgrademessage(sd->fd, 2, item->nameid);
  15354. return;
  15355. }
  15356. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  15357. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  15358. return;
  15359. }
  15360. per = status_get_refine_chance(static_cast<refine_type>(ditem->wlv), (int)item->refine, false);
  15361. if( sd->class_&JOBL_THIRD )
  15362. per += 10;
  15363. else
  15364. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15365. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15366. if (per > rnd() % 100) {
  15367. int ep=0;
  15368. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15369. item->refine++;
  15370. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15371. if(item->equip) {
  15372. ep = item->equip;
  15373. pc_unequipitem(sd,idx,3);
  15374. }
  15375. clif_delitem(sd,idx,1,3);
  15376. clif_upgrademessage(sd->fd, 0, item->nameid);
  15377. clif_inventorylist(sd);
  15378. clif_refine(sd->fd,0,idx,item->refine);
  15379. achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, ditem->wlv, item->refine);
  15380. if (ep)
  15381. pc_equipitem(sd,idx,ep);
  15382. clif_misceffect(&sd->bl,3);
  15383. if(item->refine == 10 &&
  15384. item->card[0] == CARD0_FORGE &&
  15385. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  15386. { // Fame point system [DracoRPG]
  15387. switch(ditem->wlv){
  15388. case 1:
  15389. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  15390. break;
  15391. case 2:
  15392. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  15393. break;
  15394. case 3:
  15395. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  15396. break;
  15397. }
  15398. }
  15399. } else {
  15400. item->refine = 0;
  15401. if(item->equip)
  15402. pc_unequipitem(sd,idx,3);
  15403. clif_upgrademessage(sd->fd, 1, item->nameid);
  15404. clif_refine(sd->fd,1,idx,item->refine);
  15405. achievement_update_objective(sd, AG_REFINE_FAIL, 1, 1);
  15406. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  15407. clif_misceffect(&sd->bl,2);
  15408. clif_emotion(&sd->bl, ET_HUK);
  15409. }
  15410. }
  15411. }
  15412. }
  15413. /*==========================================
  15414. *
  15415. *------------------------------------------*/
  15416. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  15417. {
  15418. uint16 skill_lv;
  15419. uint16 idx = 0;
  15420. int maxlv=1,lv;
  15421. nullpo_ret(sd);
  15422. skill_lv = sd->menuskill_val;
  15423. if ((idx = skill_get_index2(skill_id)) == 0)
  15424. return 0;
  15425. if (SKILL_CHK_GUILD(skill_id))
  15426. return 0;
  15427. lv = (sd->status.skill[idx].id == skill_id) ? sd->status.skill[idx].lv : 0;
  15428. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15429. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15430. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15431. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15432. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15433. else if(skill_lv==2) maxlv=1;
  15434. else if(skill_lv==3) maxlv=2;
  15435. else if(skill_lv>=4) maxlv=3;
  15436. }
  15437. else if(skill_id==MG_SOULSTRIKE){
  15438. if(skill_lv==5) maxlv=1;
  15439. else if(skill_lv==6) maxlv=2;
  15440. else if(skill_lv>=7) maxlv=3;
  15441. }
  15442. else if(skill_id==MG_FIREBALL){
  15443. if(skill_lv==8) maxlv=1;
  15444. else if(skill_lv>=9) maxlv=2;
  15445. }
  15446. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15447. else return 0;
  15448. if(maxlv > lv)
  15449. maxlv = lv;
  15450. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15451. skill_get_time(SA_AUTOSPELL,skill_lv));
  15452. return 0;
  15453. }
  15454. /*==========================================
  15455. * Sitting skills functions.
  15456. *------------------------------------------*/
  15457. static int skill_sit_count(struct block_list *bl, va_list ap)
  15458. {
  15459. struct map_session_data *sd;
  15460. int type =va_arg(ap,int);
  15461. sd=(struct map_session_data*)bl;
  15462. if(!pc_issit(sd))
  15463. return 0;
  15464. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15465. return 1;
  15466. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  15467. return 1;
  15468. return 0;
  15469. }
  15470. static int skill_sit_in (struct block_list *bl, va_list ap)
  15471. {
  15472. struct map_session_data *sd;
  15473. int type = va_arg(ap,int);
  15474. sd = (struct map_session_data*)bl;
  15475. if(!pc_issit(sd))
  15476. return 0;
  15477. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15478. sd->state.gangsterparadise = 1;
  15479. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  15480. sd->state.rest = 1;
  15481. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15482. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15483. }
  15484. return 0;
  15485. }
  15486. static int skill_sit_out (struct block_list *bl, va_list ap)
  15487. {
  15488. struct map_session_data *sd;
  15489. int type = va_arg(ap,int);
  15490. sd = (struct map_session_data*)bl;
  15491. if(sd->state.gangsterparadise && type&1)
  15492. sd->state.gangsterparadise = 0;
  15493. if(sd->state.rest && type&2) {
  15494. sd->state.rest = 0;
  15495. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15496. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15497. }
  15498. return 0;
  15499. }
  15500. int skill_sit (struct map_session_data *sd, int type)
  15501. {
  15502. int flag = 0;
  15503. int range = 0, lv;
  15504. nullpo_ret(sd);
  15505. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15506. flag |= 1;
  15507. range = skill_get_splash(RG_GANGSTER, lv);
  15508. }
  15509. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15510. flag |= 2;
  15511. range = skill_get_splash(TK_HPTIME, lv);
  15512. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15513. flag |= 2;
  15514. range = skill_get_splash(TK_SPTIME, lv);
  15515. }
  15516. if (type)
  15517. clif_status_load(&sd->bl, EFST_SIT, 1);
  15518. else
  15519. clif_status_load(&sd->bl, EFST_SIT, 0);
  15520. if (!flag) return 0;
  15521. if(type) {
  15522. if (map_foreachinallrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  15523. map_foreachinallrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  15524. } else {
  15525. if (map_foreachinallrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  15526. map_foreachinallrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  15527. }
  15528. return 0;
  15529. }
  15530. /*==========================================
  15531. * Do Forstjoke/Scream effect
  15532. *------------------------------------------*/
  15533. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15534. {
  15535. struct block_list *src;
  15536. uint16 skill_id,skill_lv;
  15537. unsigned int tick;
  15538. nullpo_ret(bl);
  15539. nullpo_ret(src = va_arg(ap,struct block_list*));
  15540. skill_id = va_arg(ap,int);
  15541. skill_lv = va_arg(ap,int);
  15542. if(!skill_lv)
  15543. return 0;
  15544. tick = va_arg(ap,unsigned int);
  15545. if (src == bl || status_isdead(bl))
  15546. return 0;
  15547. if (bl->type == BL_PC) {
  15548. struct map_session_data *sd = (struct map_session_data *)bl;
  15549. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15550. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15551. }
  15552. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15553. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15554. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15555. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15556. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15557. return 0;
  15558. }
  15559. /**
  15560. * Set map cell flag as skill unit effect
  15561. * @param src Skill unit
  15562. * @param skill_id
  15563. * @param skill_lv
  15564. * @param cell Cell type cell_t
  15565. * @param flag 0/1
  15566. */
  15567. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15568. {
  15569. int range = skill_get_unit_range(skill_id,skill_lv);
  15570. int x, y;
  15571. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15572. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15573. map_setcell(src->bl.m, x, y, cell, flag);
  15574. }
  15575. /**
  15576. * Do skill attack area (such splash effect) around the 'first' target.
  15577. * First target will skip skill condition, always receive damage. But,
  15578. * around it, still need target/condition validation by
  15579. * battle_check_target and status_check_skilluse
  15580. * @param bl
  15581. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15582. */
  15583. int skill_attack_area(struct block_list *bl, va_list ap)
  15584. {
  15585. struct block_list *src,*dsrc;
  15586. int atk_type,skill_id,skill_lv,flag,type;
  15587. unsigned int tick;
  15588. if(status_isdead(bl))
  15589. return 0;
  15590. atk_type = va_arg(ap,int);
  15591. src = va_arg(ap,struct block_list*);
  15592. dsrc = va_arg(ap,struct block_list*);
  15593. skill_id = va_arg(ap,int);
  15594. skill_lv = va_arg(ap,int);
  15595. tick = va_arg(ap,unsigned int);
  15596. flag = va_arg(ap,int);
  15597. type = va_arg(ap,int);
  15598. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  15599. switch (skill_id) {
  15600. case LG_CANNONSPEAR:
  15601. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15602. default:
  15603. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15604. }
  15605. }
  15606. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15607. !status_check_skilluse(NULL, bl, skill_id, 2))
  15608. return 0;
  15609. switch (skill_id) {
  15610. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15611. if (src->x == bl->x && src->y == bl->y)
  15612. return 0; //Does not hit current cell
  15613. //Fall through
  15614. case NPC_ACIDBREATH:
  15615. case NPC_DARKNESSBREATH:
  15616. case NPC_FIREBREATH:
  15617. case NPC_ICEBREATH:
  15618. case NPC_THUNDERBREATH:
  15619. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15620. default:
  15621. //Area-splash, disable skill animation.
  15622. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15623. }
  15624. }
  15625. /**
  15626. * Clear skill unit group
  15627. * @param bl
  15628. * @param flag &1
  15629. */
  15630. int skill_clear_group(struct block_list *bl, int flag)
  15631. {
  15632. struct unit_data *ud = NULL;
  15633. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15634. int i, count = 0;
  15635. nullpo_ret(bl);
  15636. if (!(ud = unit_bl2ud(bl)))
  15637. return 0;
  15638. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15639. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15640. switch (ud->skillunit[i]->skill_id) {
  15641. case SA_DELUGE:
  15642. case SA_VOLCANO:
  15643. case SA_VIOLENTGALE:
  15644. case SA_LANDPROTECTOR:
  15645. case NJ_SUITON:
  15646. case NJ_KAENSIN:
  15647. case SC_CHAOSPANIC:
  15648. if (flag&1)
  15649. group[count++] = ud->skillunit[i];
  15650. break;
  15651. case SO_CLOUD_KILL:
  15652. if( flag&4 )
  15653. group[count++] = ud->skillunit[i];
  15654. break;
  15655. case SO_WARMER:
  15656. if( flag&8 )
  15657. group[count++] = ud->skillunit[i];
  15658. break;
  15659. default:
  15660. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15661. group[count++] = ud->skillunit[i];
  15662. break;
  15663. }
  15664. }
  15665. for (i = 0; i < count; i++)
  15666. skill_delunitgroup(group[i]);
  15667. return count;
  15668. }
  15669. /**
  15670. * Returns the first element field found [Skotlex]
  15671. * @param bl
  15672. * @return skill_unit_group
  15673. */
  15674. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15675. {
  15676. struct unit_data *ud = NULL;
  15677. int i;
  15678. nullpo_ret(bl);
  15679. if (!(ud = unit_bl2ud(bl)))
  15680. return NULL;
  15681. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15682. switch (ud->skillunit[i]->skill_id) {
  15683. case SA_DELUGE:
  15684. case SA_VOLCANO:
  15685. case SA_VIOLENTGALE:
  15686. case SA_LANDPROTECTOR:
  15687. case NJ_SUITON:
  15688. case SO_CLOUD_KILL:
  15689. case SO_WARMER:
  15690. case SC_CHAOSPANIC:
  15691. return ud->skillunit[i];
  15692. }
  15693. }
  15694. return NULL;
  15695. }
  15696. /// Graffiti cleaner [Valaris]
  15697. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15698. {
  15699. struct skill_unit *unit = NULL;
  15700. int remove = va_arg(ap, int);
  15701. nullpo_retr(0, bl);
  15702. nullpo_retr(0, ap);
  15703. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15704. return 0;
  15705. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  15706. if (remove == 1)
  15707. skill_delunit(unit);
  15708. return 1;
  15709. }
  15710. return 0;
  15711. }
  15712. /// Greed effect
  15713. int skill_greed(struct block_list *bl, va_list ap)
  15714. {
  15715. struct block_list *src;
  15716. struct map_session_data *sd = NULL;
  15717. struct flooritem_data *fitem = NULL;
  15718. nullpo_ret(bl);
  15719. nullpo_ret(src = va_arg(ap, struct block_list *));
  15720. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15721. pc_takeitem(sd, fitem);
  15722. return 0;
  15723. }
  15724. /// Ranger's Detonator [Jobbie/3CeAM]
  15725. int skill_detonator(struct block_list *bl, va_list ap)
  15726. {
  15727. struct skill_unit *unit = NULL;
  15728. struct block_list *src;
  15729. int unit_id;
  15730. nullpo_ret(bl);
  15731. nullpo_ret(ap);
  15732. src = va_arg(ap,struct block_list *);
  15733. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15734. return 0;
  15735. if( unit->group->src_id != src->id )
  15736. return 0;
  15737. unit_id = unit->group->unit_id;
  15738. switch( unit_id )
  15739. { //List of Hunter and Ranger Traps that can be detonate.
  15740. case UNT_BLASTMINE:
  15741. case UNT_SANDMAN:
  15742. case UNT_CLAYMORETRAP:
  15743. case UNT_TALKIEBOX:
  15744. case UNT_CLUSTERBOMB:
  15745. case UNT_FIRINGTRAP:
  15746. case UNT_ICEBOUNDTRAP:
  15747. switch(unit_id) {
  15748. case UNT_TALKIEBOX:
  15749. clif_talkiebox(bl,unit->group->valstr);
  15750. unit->group->val2 = -1;
  15751. break;
  15752. case UNT_CLAYMORETRAP:
  15753. case UNT_FIRINGTRAP:
  15754. case UNT_ICEBOUNDTRAP:
  15755. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15756. break;
  15757. default:
  15758. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15759. break;
  15760. }
  15761. clif_changetraplook(bl, UNT_USED_TRAPS);
  15762. unit->group->unit_id = UNT_USED_TRAPS;
  15763. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15764. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15765. break;
  15766. }
  15767. return 0;
  15768. }
  15769. /**
  15770. * Rebellion's Bind Trap explosion
  15771. * @author [Cydh]
  15772. */
  15773. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15774. struct skill_unit *su = NULL;
  15775. struct block_list *src = NULL;
  15776. nullpo_ret(bl);
  15777. nullpo_ret(ap);
  15778. src = va_arg(ap,struct block_list *);
  15779. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15780. return 0;
  15781. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  15782. return 0;
  15783. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15784. clif_changetraplook(bl, UNT_USED_TRAPS);
  15785. su->group->unit_id = UNT_USED_TRAPS;
  15786. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15787. return 1;
  15788. }
  15789. /*==========================================
  15790. * Check new skill unit cell when overlapping in other skill unit cell.
  15791. * Catched skill in cell value pushed to *unit pointer.
  15792. * Set (*alive) to 0 will ends 'new unit' check
  15793. *------------------------------------------*/
  15794. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15795. {
  15796. uint16 skill_id;
  15797. int *alive;
  15798. struct skill_unit *unit;
  15799. skill_id = va_arg(ap,int);
  15800. alive = va_arg(ap,int *);
  15801. unit = (struct skill_unit *)bl;
  15802. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15803. return 0;
  15804. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15805. return 0;
  15806. switch (skill_id) {
  15807. case SA_LANDPROTECTOR:
  15808. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15809. (*alive) = 0;
  15810. skill_delunit(unit);
  15811. return 1;
  15812. }
  15813. //It deletes everything except traps and barriers
  15814. if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) {
  15815. if (skill_get_unit_flag(unit->group->skill_id)&UF_RANGEDSINGLEUNIT) {
  15816. if (unit->val2&UF_RANGEDSINGLEUNIT)
  15817. skill_delunitgroup(unit->group);
  15818. } else
  15819. skill_delunit(unit);
  15820. return 1;
  15821. }
  15822. break;
  15823. case GN_CRAZYWEED_ATK:
  15824. if (skill_get_unit_flag(unit->group->skill_id)&UF_CRAZYWEED_IMMUNE)
  15825. break;
  15826. case HW_GANBANTEIN:
  15827. case LG_EARTHDRIVE:
  15828. // Officially songs/dances are removed
  15829. if (skill_get_unit_flag(unit->group->skill_id)&UF_RANGEDSINGLEUNIT) {
  15830. if (unit->val2&UF_RANGEDSINGLEUNIT)
  15831. skill_delunitgroup(unit->group);
  15832. } else
  15833. skill_delunit(unit);
  15834. return 1;
  15835. case SA_VOLCANO:
  15836. case SA_DELUGE:
  15837. case SA_VIOLENTGALE:
  15838. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15839. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15840. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15841. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id, 0) != UNT_DUMMYSKILL)
  15842. {
  15843. (*alive) = 0;
  15844. return 1;
  15845. }
  15846. /*
  15847. switch (unit->group->skill_id)
  15848. { //These cannot override each other.
  15849. case SA_VOLCANO:
  15850. case SA_DELUGE:
  15851. case SA_VIOLENTGALE:
  15852. (*alive) = 0;
  15853. return 1;
  15854. }
  15855. */
  15856. break;
  15857. case PF_FOGWALL:
  15858. switch(unit->group->skill_id) {
  15859. case SA_VOLCANO: //Can't be placed on top of these
  15860. case SA_VIOLENTGALE:
  15861. (*alive) = 0;
  15862. return 1;
  15863. case SA_DELUGE:
  15864. case NJ_SUITON:
  15865. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15866. (*alive) = 2;
  15867. break;
  15868. }
  15869. break;
  15870. case WZ_WATERBALL:
  15871. switch (unit->group->skill_id) {
  15872. case SA_DELUGE:
  15873. case NJ_SUITON:
  15874. //Consumes deluge/suiton
  15875. skill_delunit(unit);
  15876. return 1;
  15877. }
  15878. break;
  15879. case WZ_ICEWALL:
  15880. case HP_BASILICA:
  15881. case HW_GRAVITATION:
  15882. //These can't be placed on top of themselves (duration can't be refreshed)
  15883. if (unit->group->skill_id == skill_id)
  15884. {
  15885. (*alive) = 0;
  15886. return 1;
  15887. }
  15888. break;
  15889. case RL_FIRE_RAIN:
  15890. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15891. if (skill_get_unit_flag(unit->group->skill_id)&UF_RANGEDSINGLEUNIT) {
  15892. if (unit->val2&UF_RANGEDSINGLEUNIT)
  15893. skill_delunitgroup(unit->group);
  15894. } else
  15895. skill_delunit(unit);
  15896. return 1;
  15897. }
  15898. break;
  15899. }
  15900. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  15901. (*alive) = 0;
  15902. return 1;
  15903. }
  15904. return 0;
  15905. }
  15906. /*==========================================
  15907. * Splash effect for skill unit 'trap type'.
  15908. * Chance triggered when damaged, timeout, or char step on it.
  15909. *------------------------------------------*/
  15910. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15911. {
  15912. struct block_list *src = va_arg(ap,struct block_list *);
  15913. struct skill_unit *unit = NULL;
  15914. int tick = va_arg(ap,int);
  15915. struct skill_unit_group *sg;
  15916. struct block_list *ss; //Skill src bl
  15917. nullpo_ret(src);
  15918. unit = (struct skill_unit *)src;
  15919. if (!unit || !unit->alive || bl->prev == NULL)
  15920. return 0;
  15921. nullpo_ret(sg = unit->group);
  15922. nullpo_ret(ss = map_id2bl(sg->src_id));
  15923. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15924. return 0;
  15925. switch (sg->unit_id) {
  15926. case UNT_B_TRAP:
  15927. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15928. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15929. break;
  15930. case UNT_SHOCKWAVE:
  15931. case UNT_SANDMAN:
  15932. case UNT_FLASHER:
  15933. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15934. break;
  15935. case UNT_GROUNDDRIFT_WIND:
  15936. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15937. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  15938. break;
  15939. case UNT_GROUNDDRIFT_DARK:
  15940. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15941. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  15942. break;
  15943. case UNT_GROUNDDRIFT_POISON:
  15944. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15945. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  15946. break;
  15947. case UNT_GROUNDDRIFT_WATER:
  15948. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15949. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  15950. break;
  15951. case UNT_GROUNDDRIFT_FIRE:
  15952. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15953. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  15954. break;
  15955. case UNT_ELECTRICSHOCKER:
  15956. if (bl->id != ss->id) {
  15957. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  15958. break;
  15959. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  15960. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15961. clif_fixpos(bl);
  15962. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  15963. }
  15964. }
  15965. break;
  15966. case UNT_MAGENTATRAP:
  15967. case UNT_COBALTTRAP:
  15968. case UNT_MAIZETRAP:
  15969. case UNT_VERDURETRAP:
  15970. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  15971. struct status_data *status = status_get_status_data(bl);
  15972. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  15973. status->ele_lv = (unsigned char)sg->skill_lv;
  15974. }
  15975. break;
  15976. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  15977. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  15978. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  15979. break;
  15980. case UNT_FIRINGTRAP:
  15981. case UNT_ICEBOUNDTRAP:
  15982. if( src->id == bl->id ) break;
  15983. if( bl->type == BL_SKILL ) {
  15984. struct skill_unit *su = (struct skill_unit *)bl;
  15985. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15986. break;
  15987. }
  15988. case UNT_CLUSTERBOMB:
  15989. if( ss != bl )
  15990. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15991. break;
  15992. case UNT_CLAYMORETRAP:
  15993. if( src->id == bl->id ) break;
  15994. if( bl->type == BL_SKILL ) {
  15995. struct skill_unit *su = (struct skill_unit *)bl;
  15996. if (!su)
  15997. return 0;
  15998. switch(su->group->unit_id) {
  15999. case UNT_CLAYMORETRAP:
  16000. case UNT_LANDMINE:
  16001. case UNT_BLASTMINE:
  16002. case UNT_SHOCKWAVE:
  16003. case UNT_SANDMAN:
  16004. case UNT_FLASHER:
  16005. case UNT_FREEZINGTRAP:
  16006. case UNT_FIRINGTRAP:
  16007. case UNT_ICEBOUNDTRAP:
  16008. clif_changetraplook(bl, UNT_USED_TRAPS);
  16009. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  16010. su->group->unit_id = UNT_USED_TRAPS;
  16011. break;
  16012. }
  16013. }
  16014. default:
  16015. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  16016. break;
  16017. }
  16018. return 1;
  16019. }
  16020. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  16021. {
  16022. uint16 skill_id, skill_lv;
  16023. struct skill_unit *unit;
  16024. nullpo_ret(bl);
  16025. skill_id = va_arg(ap,int);
  16026. skill_lv = va_arg(ap,int);
  16027. unit = (struct skill_unit *)bl;
  16028. if( unit == NULL || unit->group == NULL )
  16029. return 0;
  16030. if( skill_get_inf2(skill_id)&INF2_TRAP )
  16031. return 0;
  16032. if( unit->group->skill_id == SC_MAELSTROM ) {
  16033. struct block_list *src;
  16034. if( (src = map_id2bl(unit->group->src_id)) ){
  16035. int sp = unit->group->skill_lv * skill_lv;
  16036. if( src->type == BL_PC )
  16037. sp += ((TBL_PC*)src)->status.job_level / 5;
  16038. status_heal(src, 0, sp/2, 1);
  16039. }
  16040. }
  16041. return 0;
  16042. }
  16043. /**
  16044. * Remove current enchanted element for new element
  16045. * @param bl Char
  16046. * @param type New element
  16047. */
  16048. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16049. {
  16050. struct status_change *sc;
  16051. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  16052. int i;
  16053. nullpo_retv(bl);
  16054. nullpo_retv(sc= status_get_sc(bl));
  16055. if (!sc->count)
  16056. return;
  16057. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16058. if (type != scs[i] && sc->data[scs[i]])
  16059. status_change_end(bl, scs[i], INVALID_TIMER);
  16060. }
  16061. /**
  16062. * Check cloaking condition
  16063. * @param bl
  16064. * @param sce
  16065. * @return True if near wall; False otherwise
  16066. */
  16067. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16068. {
  16069. bool wall = true;
  16070. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16071. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16072. { //Check for walls.
  16073. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16074. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16075. int i;
  16076. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16077. if( i == 8 )
  16078. wall = false;
  16079. }
  16080. if( sce ) {
  16081. if( !wall ) {
  16082. if( sce->val1 < 3 ) //End cloaking.
  16083. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16084. else if( sce->val4&1 ) { //Remove wall bonus
  16085. sce->val4&=~1;
  16086. status_calc_bl(bl,SCB_SPEED);
  16087. }
  16088. } else {
  16089. if( !(sce->val4&1) ) { //Add wall speed bonus
  16090. sce->val4|=1;
  16091. status_calc_bl(bl,SCB_SPEED);
  16092. }
  16093. }
  16094. }
  16095. return wall;
  16096. }
  16097. /** Check Shadow Form on the target
  16098. * @param bl: Target
  16099. * @param damage: Damage amount
  16100. * @param hit
  16101. * @return true - in Shadow Form state; false - otherwise
  16102. */
  16103. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16104. {
  16105. struct status_change *sc;
  16106. nullpo_retr(false,bl);
  16107. if (!damage)
  16108. return false;
  16109. sc = status_get_sc(bl);
  16110. if( sc && sc->data[SC__SHADOWFORM] ) {
  16111. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16112. if( !src || src->m != bl->m ) {
  16113. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16114. return false;
  16115. }
  16116. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16117. if( src->type == BL_PC )
  16118. ((TBL_PC*)src)->shadowform_id = 0;
  16119. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16120. return false;
  16121. }
  16122. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0);
  16123. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16124. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16125. if( src->type == BL_PC )
  16126. ((TBL_PC*)src)->shadowform_id = 0;
  16127. }
  16128. return true;
  16129. }
  16130. return false;
  16131. }
  16132. /**
  16133. * Check camouflage condition
  16134. * @param bl
  16135. * @param sce
  16136. * @return True if near wall; False otherwise
  16137. * @TODO: Seems wrong
  16138. */
  16139. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16140. {
  16141. bool wall = true;
  16142. if( bl->type == BL_PC ) { //Check for walls.
  16143. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16144. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16145. int i;
  16146. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16147. if( i == 8 )
  16148. wall = false;
  16149. }
  16150. if( sce ) {
  16151. if( !wall && sce->val1 < 3 ) //End camouflage.
  16152. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16153. status_calc_bl(bl,SCB_SPEED);
  16154. }
  16155. return wall;
  16156. }
  16157. /**
  16158. * Process skill unit visibilty for single BL in area
  16159. * @param bl
  16160. * @param ap
  16161. * @author [Cydh]
  16162. **/
  16163. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16164. struct skill_unit *su = NULL;
  16165. struct block_list *src = NULL;
  16166. unsigned int party1 = 0;
  16167. bool visible = true;
  16168. nullpo_ret(bl);
  16169. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16170. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16171. party1 = va_arg(ap, unsigned int);
  16172. if (src != bl) {
  16173. unsigned int party2 = status_get_party_id(bl);
  16174. if (!party1 || !party2 || party1 != party2)
  16175. visible = false;
  16176. }
  16177. clif_getareachar_skillunit(bl, su, SELF, visible);
  16178. return 1;
  16179. }
  16180. /**
  16181. * Check for skill unit visibilty in area on
  16182. * - skill first placement
  16183. * - skill moved (knocked back, moved dance)
  16184. * @param su Skill unit
  16185. * @param target Affected target for this visibility @see enum send_target
  16186. * @author [Cydh]
  16187. **/
  16188. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16189. nullpo_retv(su);
  16190. if (!su->hidden) // It's not hidden, just do this!
  16191. clif_getareachar_skillunit(&su->bl, su, target, true);
  16192. else {
  16193. struct block_list *src = battle_get_master(&su->bl);
  16194. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16195. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16196. }
  16197. }
  16198. /**
  16199. * Check for skill unit visibilty on single BL on insight/spawn action
  16200. * @param su Skill unit
  16201. * @param bl Block list
  16202. * @author [Cydh]
  16203. **/
  16204. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16205. bool visible = true;
  16206. struct block_list *src = NULL;
  16207. nullpo_retv(bl);
  16208. nullpo_retv(su);
  16209. nullpo_retv((src = battle_get_master(&su->bl)));
  16210. if (su->hidden && src != bl) {
  16211. unsigned int party1 = status_get_party_id(src);
  16212. unsigned int party2 = status_get_party_id(bl);
  16213. if (!party1 || !party2 || party1 != party2)
  16214. visible = false;
  16215. }
  16216. clif_getareachar_skillunit(bl, su, SELF, visible);
  16217. }
  16218. /**
  16219. * Initialize new skill unit for skill unit group.
  16220. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16221. * @param group Skill unit group
  16222. * @param idx
  16223. * @param x
  16224. * @param y
  16225. * @param val1
  16226. * @param val2
  16227. */
  16228. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
  16229. {
  16230. struct skill_unit *unit;
  16231. nullpo_retr(NULL, group);
  16232. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  16233. nullpo_retr(NULL, (unit = &group->unit[idx]));
  16234. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16235. return unit;
  16236. if(!unit->alive)
  16237. group->alive_count++;
  16238. unit->bl.id = map_get_new_object_id();
  16239. unit->bl.type = BL_SKILL;
  16240. unit->bl.m = group->map;
  16241. unit->bl.x = x;
  16242. unit->bl.y = y;
  16243. unit->group = group;
  16244. unit->alive = 1;
  16245. unit->val1 = val1;
  16246. unit->val2 = val2;
  16247. unit->hidden = hidden;
  16248. // Stores new skill unit
  16249. idb_put(skillunit_db, unit->bl.id, unit);
  16250. map_addiddb(&unit->bl);
  16251. if(map_addblock(&unit->bl))
  16252. return NULL;
  16253. // Perform oninit actions
  16254. switch (group->skill_id) {
  16255. case WZ_ICEWALL:
  16256. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16257. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16258. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16259. break;
  16260. case SA_LANDPROTECTOR:
  16261. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16262. break;
  16263. case HP_BASILICA:
  16264. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16265. break;
  16266. case SC_MAELSTROM:
  16267. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16268. break;
  16269. default:
  16270. if (group->state.song_dance&0x1) //Check for dissonance.
  16271. skill_dance_overlap(unit, 1);
  16272. break;
  16273. }
  16274. skill_getareachar_skillunit_visibilty(unit, AREA);
  16275. return unit;
  16276. }
  16277. /**
  16278. * Remove unit
  16279. * @param unit
  16280. */
  16281. int skill_delunit(struct skill_unit* unit)
  16282. {
  16283. struct skill_unit_group *group;
  16284. nullpo_ret(unit);
  16285. if( !unit->alive )
  16286. return 0;
  16287. unit->alive = 0;
  16288. nullpo_ret(group = unit->group);
  16289. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16290. skill_dance_overlap(unit, 0);
  16291. // invoke onout event
  16292. if( !unit->range )
  16293. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16294. // perform ondelete actions
  16295. switch (group->skill_id) {
  16296. case HT_ANKLESNARE:
  16297. case SC_ESCAPE:
  16298. {
  16299. struct block_list* target = map_id2bl(group->val2);
  16300. enum sc_type type = status_skill2sc(group->skill_id);
  16301. if( target )
  16302. status_change_end(target, type, INVALID_TIMER);
  16303. }
  16304. break;
  16305. case WZ_ICEWALL:
  16306. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  16307. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  16308. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  16309. break;
  16310. case SA_LANDPROTECTOR:
  16311. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  16312. break;
  16313. case HP_BASILICA:
  16314. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  16315. break;
  16316. case RA_ELECTRICSHOCKER: {
  16317. struct block_list* target = map_id2bl(group->val2);
  16318. if( target )
  16319. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  16320. }
  16321. break;
  16322. case SC_MAELSTROM:
  16323. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  16324. break;
  16325. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  16326. if( group->val2 ) { // Someone Traped
  16327. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  16328. if( tsc && tsc->data[SC__MANHOLE] )
  16329. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  16330. }
  16331. break;
  16332. }
  16333. clif_skill_delunit(unit);
  16334. unit->group=NULL;
  16335. map_delblock(&unit->bl); // don't free yet
  16336. map_deliddb(&unit->bl);
  16337. idb_remove(skillunit_db, unit->bl.id);
  16338. if(--group->alive_count==0)
  16339. skill_delunitgroup(group);
  16340. return 0;
  16341. }
  16342. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  16343. /// Returns the target skill_unit_group or NULL if not found.
  16344. struct skill_unit_group* skill_id2group(int group_id) {
  16345. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  16346. }
  16347. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  16348. /**
  16349. * Returns a new group_id that isn't being used in skillunit_group_db.
  16350. * Fatal error if nothing is available.
  16351. */
  16352. static int skill_get_new_group_id(void)
  16353. {
  16354. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  16355. return skill_unit_group_newid++;// available
  16356. {// find next id
  16357. int base_id = skill_unit_group_newid;
  16358. while( base_id != ++skill_unit_group_newid )
  16359. {
  16360. if( skill_unit_group_newid < MAX_SKILL )
  16361. skill_unit_group_newid = MAX_SKILL;
  16362. if( skill_id2group(skill_unit_group_newid) == NULL )
  16363. return skill_unit_group_newid++;// available
  16364. }
  16365. // full loop, nothing available
  16366. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  16367. exit(1);
  16368. }
  16369. }
  16370. /**
  16371. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  16372. * @param src Object that cast the skill
  16373. * @param count How many 'cells' used that needed. Related with skill layout
  16374. * @param skill_id ID of used skill
  16375. * @param skill_lv Skill level of used skill
  16376. * @param unit_id Unit ID (look at skill_unit_db.txt)
  16377. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  16378. * @param interval Time interval
  16379. * @return skill_unit_group
  16380. */
  16381. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  16382. {
  16383. struct unit_data* ud = unit_bl2ud( src );
  16384. struct skill_unit_group* group;
  16385. int i;
  16386. if(!(skill_id && skill_lv)) return 0;
  16387. nullpo_retr(NULL, src);
  16388. nullpo_retr(NULL, ud);
  16389. // Find a free spot to store the new unit group
  16390. // TODO: Make this flexible maybe by changing this fixed array?
  16391. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  16392. if(i == MAX_SKILLUNITGROUP) {
  16393. // Array is full, make room by discarding oldest group
  16394. int j = 0;
  16395. unsigned maxdiff = 0, tick = gettick();
  16396. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  16397. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  16398. if(x > maxdiff){
  16399. maxdiff = x;
  16400. j = i;
  16401. }
  16402. }
  16403. skill_delunitgroup(ud->skillunit[j]);
  16404. // Since elements must have shifted, we use the last slot.
  16405. i = MAX_SKILLUNITGROUP-1;
  16406. }
  16407. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  16408. group->src_id = src->id;
  16409. group->party_id = status_get_party_id(src);
  16410. group->guild_id = status_get_guild_id(src);
  16411. group->bg_id = bg_team_get_id(src);
  16412. group->group_id = skill_get_new_group_id();
  16413. group->link_group_id = 0;
  16414. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  16415. group->unit_count = count;
  16416. group->alive_count = 0;
  16417. group->val1 = 0;
  16418. group->val2 = 0;
  16419. group->val3 = 0;
  16420. group->skill_id = skill_id;
  16421. group->skill_lv = skill_lv;
  16422. group->unit_id = unit_id;
  16423. group->map = src->m;
  16424. group->limit = limit;
  16425. group->interval = interval;
  16426. group->tick = gettick();
  16427. group->valstr = NULL;
  16428. ud->skillunit[i] = group;
  16429. // Stores this new group to DBMap
  16430. idb_put(skillunit_group_db, group->group_id, group);
  16431. return group;
  16432. }
  16433. /**
  16434. * Remove skill unit group
  16435. * @param group
  16436. * @param file
  16437. * @param line
  16438. * @param *func
  16439. */
  16440. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  16441. {
  16442. struct block_list* src;
  16443. struct unit_data *ud;
  16444. short i, j;
  16445. int link_group_id;
  16446. if( group == NULL ) {
  16447. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  16448. return 0;
  16449. }
  16450. src = map_id2bl(group->src_id);
  16451. ud = unit_bl2ud(src);
  16452. if (!src || !ud) {
  16453. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16454. return 0;
  16455. }
  16456. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  16457. switch( group->skill_id ) {
  16458. case BA_DISSONANCE:
  16459. case BA_POEMBRAGI:
  16460. case BA_WHISTLE:
  16461. case BA_ASSASSINCROSS:
  16462. case BA_APPLEIDUN:
  16463. case DC_UGLYDANCE:
  16464. case DC_HUMMING:
  16465. case DC_DONTFORGETME:
  16466. case DC_FORTUNEKISS:
  16467. case DC_SERVICEFORYOU:
  16468. case NC_NEUTRALBARRIER:
  16469. case NC_STEALTHFIELD:
  16470. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  16471. break;
  16472. }
  16473. }
  16474. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  16475. struct status_change* sc = status_get_sc(src);
  16476. if (sc && sc->data[SC_DANCING]) {
  16477. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  16478. status_change_end(src, SC_DANCING, INVALID_TIMER);
  16479. }
  16480. }
  16481. // End SC from the master when the skill group is deleted
  16482. i = SC_NONE;
  16483. switch (group->unit_id) {
  16484. case UNT_GOSPEL: i = SC_GOSPEL; break;
  16485. case UNT_BASILICA: i = SC_BASILICA; break;
  16486. }
  16487. if (i != SC_NONE) {
  16488. struct status_change *sc = status_get_sc(src);
  16489. if (sc && sc->data[i]) {
  16490. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  16491. status_change_end(src, (sc_type)i, INVALID_TIMER);
  16492. }
  16493. }
  16494. switch( group->skill_id ) {
  16495. case PF_SPIDERWEB:
  16496. {
  16497. struct block_list* target = map_id2bl(group->val2);
  16498. struct status_change *sc;
  16499. bool removed = true;
  16500. //Clear group id from status change
  16501. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  16502. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  16503. sc->data[SC_SPIDERWEB]->val2 = 0;
  16504. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  16505. sc->data[SC_SPIDERWEB]->val3 = 0;
  16506. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  16507. sc->data[SC_SPIDERWEB]->val4 = 0;
  16508. else //Group was already removed in status_change_end, don't call it again!
  16509. removed = false;
  16510. //The last group was cleared, end status change
  16511. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  16512. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  16513. }
  16514. }
  16515. case SG_SUN_WARM:
  16516. case SG_MOON_WARM:
  16517. case SG_STAR_WARM:
  16518. {
  16519. struct status_change *sc = NULL;
  16520. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  16521. sc->data[SC_WARM]->val4 = 0;
  16522. status_change_end(src, SC_WARM, INVALID_TIMER);
  16523. }
  16524. }
  16525. break;
  16526. case NC_NEUTRALBARRIER:
  16527. {
  16528. struct status_change *sc = NULL;
  16529. if( (sc = status_get_sc(src)) != NULL ) {
  16530. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  16531. {
  16532. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  16533. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  16534. }
  16535. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  16536. }
  16537. }
  16538. break;
  16539. case NC_STEALTHFIELD:
  16540. {
  16541. struct status_change *sc = NULL;
  16542. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16543. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16544. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16545. }
  16546. }
  16547. break;
  16548. case LG_BANDING:
  16549. {
  16550. struct status_change *sc = NULL;
  16551. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16552. sc->data[SC_BANDING]->val4 = 0;
  16553. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16554. }
  16555. }
  16556. break;
  16557. }
  16558. if (src->type==BL_PC && group->state.ammo_consume)
  16559. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16560. group->alive_count=0;
  16561. // remove all unit cells
  16562. if(group->unit != NULL)
  16563. for( i = 0; i < group->unit_count; i++ )
  16564. skill_delunit(&group->unit[i]);
  16565. // clear Talkie-box string
  16566. if( group->valstr != NULL ) {
  16567. aFree(group->valstr);
  16568. group->valstr = NULL;
  16569. }
  16570. idb_remove(skillunit_group_db, group->group_id);
  16571. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16572. group->unit = NULL;
  16573. group->group_id = 0;
  16574. group->unit_count = 0;
  16575. link_group_id = group->link_group_id;
  16576. group->link_group_id = 0;
  16577. // locate this group, swap with the last entry and delete it
  16578. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16579. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16580. j--;
  16581. if( i < MAX_SKILLUNITGROUP ) {
  16582. ud->skillunit[i] = ud->skillunit[j];
  16583. ud->skillunit[j] = NULL;
  16584. ers_free(skill_unit_ers, group);
  16585. } else
  16586. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16587. if(link_group_id) {
  16588. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16589. if(group_cur)
  16590. skill_delunitgroup(group_cur);
  16591. }
  16592. return 1;
  16593. }
  16594. /**
  16595. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16596. * @param src
  16597. */
  16598. void skill_clear_unitgroup(struct block_list *src)
  16599. {
  16600. struct unit_data *ud;
  16601. nullpo_retv(src);
  16602. nullpo_retv((ud = unit_bl2ud(src)));
  16603. while (ud->skillunit[0])
  16604. skill_delunitgroup(ud->skillunit[0]);
  16605. }
  16606. /**
  16607. * Search tickset for skill unit in skill unit group
  16608. * @param bl Block List for skill_unit
  16609. * @param group Skill unit group
  16610. * @param tick
  16611. * @return skill_unit_group_tickset if found
  16612. */
  16613. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  16614. {
  16615. int i, j = -1, s, id;
  16616. struct unit_data *ud;
  16617. struct skill_unit_group_tickset *set;
  16618. nullpo_ret(bl);
  16619. if (group->interval == -1)
  16620. return NULL;
  16621. ud = unit_bl2ud(bl);
  16622. if (!ud)
  16623. return NULL;
  16624. set = ud->skillunittick;
  16625. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  16626. id = s = group->skill_id;
  16627. else
  16628. id = s = group->group_id;
  16629. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16630. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16631. if (set[k].id == id)
  16632. return &set[k];
  16633. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16634. j=k;
  16635. }
  16636. if (j == -1) {
  16637. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16638. j = id % MAX_SKILLUNITGROUPTICKSET;
  16639. }
  16640. set[j].id = id;
  16641. set[j].tick = tick;
  16642. return &set[j];
  16643. }
  16644. /*==========================================
  16645. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16646. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16647. *------------------------------------------*/
  16648. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16649. {
  16650. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16651. struct skill_unit_group* group = NULL;
  16652. unsigned int tick = va_arg(ap,unsigned int);
  16653. nullpo_ret(unit);
  16654. if( !unit->alive || bl->prev == NULL )
  16655. return 0;
  16656. nullpo_ret(group = unit->group);
  16657. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  16658. return 0; //AoE skills are ineffective. [Skotlex]
  16659. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16660. return 0;
  16661. skill_unit_onplace_timer(unit,bl,tick);
  16662. return 1;
  16663. }
  16664. /**
  16665. * @see DBApply
  16666. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16667. */
  16668. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16669. {
  16670. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16671. struct skill_unit_group* group = NULL;
  16672. unsigned int tick = va_arg(ap,unsigned int);
  16673. bool dissonance;
  16674. struct block_list* bl = &unit->bl;
  16675. nullpo_ret(unit);
  16676. if( !unit->alive )
  16677. return 0;
  16678. nullpo_ret(group = unit->group);
  16679. // Check for expiration
  16680. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16681. {// skill unit expired (inlined from skill_unit_onlimit())
  16682. switch( group->unit_id ) {
  16683. case UNT_BLASTMINE:
  16684. #ifdef RENEWAL
  16685. case UNT_CLAYMORETRAP:
  16686. #endif
  16687. case UNT_GROUNDDRIFT_WIND:
  16688. case UNT_GROUNDDRIFT_DARK:
  16689. case UNT_GROUNDDRIFT_POISON:
  16690. case UNT_GROUNDDRIFT_WATER:
  16691. case UNT_GROUNDDRIFT_FIRE:
  16692. group->unit_id = UNT_USED_TRAPS;
  16693. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16694. group->limit=DIFF_TICK(tick+1500,group->tick);
  16695. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16696. break;
  16697. case UNT_ANKLESNARE:
  16698. case UNT_ELECTRICSHOCKER:
  16699. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16700. skill_delunit(unit);
  16701. break;
  16702. }
  16703. case UNT_SKIDTRAP:
  16704. case UNT_LANDMINE:
  16705. case UNT_SHOCKWAVE:
  16706. case UNT_SANDMAN:
  16707. case UNT_FLASHER:
  16708. case UNT_FREEZINGTRAP:
  16709. #ifndef RENEWAL
  16710. case UNT_CLAYMORETRAP:
  16711. #endif
  16712. case UNT_TALKIEBOX:
  16713. case UNT_CLUSTERBOMB:
  16714. case UNT_MAGENTATRAP:
  16715. case UNT_COBALTTRAP:
  16716. case UNT_MAIZETRAP:
  16717. case UNT_VERDURETRAP:
  16718. case UNT_FIRINGTRAP:
  16719. case UNT_ICEBOUNDTRAP:
  16720. {
  16721. struct block_list* src;
  16722. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16723. { // revert unit back into a trap
  16724. struct item item_tmp;
  16725. memset(&item_tmp,0,sizeof(item_tmp));
  16726. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16727. item_tmp.identify = 1;
  16728. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16729. }
  16730. skill_delunit(unit);
  16731. }
  16732. break;
  16733. case UNT_WARP_ACTIVE:
  16734. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16735. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16736. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16737. // restart timers
  16738. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16739. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16740. // apply effect to all units standing on it
  16741. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16742. break;
  16743. case UNT_CALLFAMILY:
  16744. {
  16745. struct map_session_data *sd = NULL;
  16746. if(group->val1) {
  16747. sd = map_charid2sd(group->val1);
  16748. group->val1 = 0;
  16749. if (sd && !map[sd->bl.m].flag.nowarp && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16750. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16751. }
  16752. if(group->val2) {
  16753. sd = map_charid2sd(group->val2);
  16754. group->val2 = 0;
  16755. if (sd && !map[sd->bl.m].flag.nowarp && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16756. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16757. }
  16758. skill_delunit(unit);
  16759. }
  16760. break;
  16761. case UNT_REVERBERATION:
  16762. case UNT_NETHERWORLD:
  16763. if( unit->val1 <= 0 ) { // If it was deactivated.
  16764. skill_delunit(unit);
  16765. break;
  16766. }
  16767. clif_changetraplook(bl,UNT_USED_TRAPS);
  16768. if (group->unit_id == UNT_REVERBERATION)
  16769. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16770. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16771. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16772. group->unit_id = UNT_USED_TRAPS;
  16773. break;
  16774. case UNT_FEINTBOMB: {
  16775. struct block_list *src = map_id2bl(group->src_id);
  16776. if (src)
  16777. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  16778. skill_delunit(unit);
  16779. }
  16780. break;
  16781. case UNT_BANDING:
  16782. {
  16783. struct block_list *src = map_id2bl(group->src_id);
  16784. struct status_change *sc;
  16785. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16786. skill_delunit(unit);
  16787. break;
  16788. }
  16789. // This unit isn't removed while SC_BANDING is active.
  16790. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16791. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16792. }
  16793. break;
  16794. case UNT_B_TRAP:
  16795. {
  16796. struct block_list* src;
  16797. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16798. struct item item_tmp;
  16799. memset(&item_tmp, 0, sizeof(item_tmp));
  16800. item_tmp.nameid = group->item_id;
  16801. item_tmp.identify = 1;
  16802. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16803. }
  16804. skill_delunit(unit);
  16805. }
  16806. break;
  16807. default:
  16808. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR)) {
  16809. // Deal damage before expiration
  16810. break;
  16811. }
  16812. skill_delunit(unit);
  16813. break;
  16814. }
  16815. } else {// skill unit is still active
  16816. switch( group->unit_id ) {
  16817. case UNT_ICEWALL:
  16818. // icewall loses 50 hp every second
  16819. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16820. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16821. unit->limit = DIFF_TICK(tick+700,group->tick);
  16822. break;
  16823. case UNT_BLASTMINE:
  16824. case UNT_SKIDTRAP:
  16825. case UNT_LANDMINE:
  16826. case UNT_SHOCKWAVE:
  16827. case UNT_SANDMAN:
  16828. case UNT_FLASHER:
  16829. case UNT_CLAYMORETRAP:
  16830. case UNT_FREEZINGTRAP:
  16831. case UNT_TALKIEBOX:
  16832. case UNT_ANKLESNARE:
  16833. case UNT_B_TRAP:
  16834. if( unit->val1 <= 0 ) {
  16835. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16836. skill_delunit(unit);
  16837. else {
  16838. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16839. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16840. group->unit_id = UNT_USED_TRAPS;
  16841. }
  16842. }
  16843. break;
  16844. case UNT_REVERBERATION:
  16845. case UNT_NETHERWORLD:
  16846. if (unit->val1 <= 0) {
  16847. clif_changetraplook(bl,UNT_USED_TRAPS);
  16848. if (group->unit_id == UNT_REVERBERATION)
  16849. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16850. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16851. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16852. group->unit_id = UNT_USED_TRAPS;
  16853. }
  16854. break;
  16855. case UNT_WALLOFTHORN:
  16856. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16857. skill_delunitgroup(group);
  16858. break;
  16859. }
  16860. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16861. skill_delunit(unit);
  16862. break;
  16863. case UNT_SANCTUARY:
  16864. if (group->val1 <= 0) {
  16865. skill_delunitgroup(group);
  16866. }
  16867. break;
  16868. default:
  16869. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR) {
  16870. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  16871. // Unit will expire the next interval, start dropping Meteor
  16872. struct block_list* src;
  16873. if ((src = map_id2bl(group->src_id)) != NULL) {
  16874. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  16875. group->val2 = 1;
  16876. }
  16877. }
  16878. // No damage until expiration
  16879. return 0;
  16880. }
  16881. break;
  16882. }
  16883. }
  16884. //Don't continue if unit or even group is expired and has been deleted.
  16885. if( !group || !unit->alive )
  16886. return 0;
  16887. dissonance = skill_dance_switch(unit, 0);
  16888. if( unit->range >= 0 && group->interval != -1 )
  16889. {
  16890. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16891. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16892. group->unit_id = UNT_USED_TRAPS;
  16893. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16894. unit->range = -1; //Disable processed cell.
  16895. if (--group->val1 <= 0) { // number of live cells
  16896. //All tiles were processed, disable skill.
  16897. group->target_flag=BCT_NOONE;
  16898. group->bl_flag= BL_NUL;
  16899. }
  16900. }
  16901. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR) {
  16902. skill_delunit(unit);
  16903. return 0;
  16904. }
  16905. }
  16906. if( dissonance )
  16907. skill_dance_switch(unit, 1);
  16908. return 0;
  16909. }
  16910. /*==========================================
  16911. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16912. *------------------------------------------*/
  16913. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16914. {
  16915. map_freeblock_lock();
  16916. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16917. map_freeblock_unlock();
  16918. return 0;
  16919. }
  16920. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16921. /*==========================================
  16922. * flag :
  16923. * 1 : store that skill_unit in array
  16924. * 2 : clear that skill_unit
  16925. * 4 : call_on_left
  16926. *------------------------------------------*/
  16927. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16928. {
  16929. struct skill_unit* unit = (struct skill_unit *)bl;
  16930. struct skill_unit_group* group = NULL;
  16931. struct block_list* target = va_arg(ap,struct block_list*);
  16932. unsigned int tick = va_arg(ap,unsigned int);
  16933. int flag = va_arg(ap,int);
  16934. bool dissonance;
  16935. uint16 skill_id;
  16936. int i;
  16937. nullpo_ret(unit);
  16938. nullpo_ret(target);
  16939. if( !unit->alive || target->prev == NULL )
  16940. return 0;
  16941. nullpo_ret(group = unit->group);
  16942. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  16943. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16944. dissonance = skill_dance_switch(unit, 0);
  16945. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16946. skill_id = group->skill_id;
  16947. if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16948. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16949. if( dissonance ) {
  16950. skill_dance_switch(unit, 1);
  16951. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16952. }
  16953. return 0;
  16954. }
  16955. //Target-type check.
  16956. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16957. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16958. if( flag&1 ) {
  16959. if( flag&2 ) { //Clear this skill id.
  16960. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16961. if( i < ARRAYLENGTH(skill_unit_temp) )
  16962. skill_unit_temp[i] = 0;
  16963. }
  16964. } else {
  16965. if( flag&2 ) { //Store this skill id.
  16966. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16967. if( i < ARRAYLENGTH(skill_unit_temp) )
  16968. skill_unit_temp[i] = skill_id;
  16969. else
  16970. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16971. }
  16972. }
  16973. if( flag&4 )
  16974. skill_unit_onleft(skill_id,target,tick);
  16975. }
  16976. if( dissonance )
  16977. skill_dance_switch(unit, 1);
  16978. return 0;
  16979. } else {
  16980. if( flag&1 ) {
  16981. int result = skill_unit_onplace(unit,target,tick);
  16982. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16983. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16984. if( i < ARRAYLENGTH(skill_unit_temp) )
  16985. skill_unit_temp[i] = 0;
  16986. }
  16987. } else {
  16988. int result = skill_unit_onout(unit,target,tick);
  16989. if( flag&2 && result ) { //Store this unit id.
  16990. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16991. if( i < ARRAYLENGTH(skill_unit_temp) )
  16992. skill_unit_temp[i] = skill_id;
  16993. else
  16994. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16995. }
  16996. }
  16997. //TODO: Normally, this is dangerous since the unit and group could be freed
  16998. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16999. //cells do not get deleted within them. [Skotlex]
  17000. if( dissonance )
  17001. skill_dance_switch(unit, 1);
  17002. if( flag&4 )
  17003. skill_unit_onleft(skill_id,target,tick);
  17004. return 1;
  17005. }
  17006. }
  17007. /*==========================================
  17008. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  17009. * Flag values:
  17010. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  17011. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  17012. * units to figure out when they have left a group.
  17013. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  17014. *------------------------------------------*/
  17015. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  17016. {
  17017. nullpo_ret(bl);
  17018. if( bl->prev == NULL )
  17019. return 0;
  17020. if( flag&2 && !(flag&1) ) //Onout, clear data
  17021. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  17022. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  17023. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  17024. int i;
  17025. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  17026. if( skill_unit_temp[i] )
  17027. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  17028. }
  17029. return 0;
  17030. }
  17031. /*==========================================
  17032. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  17033. * @param bl Skill unit
  17034. * @param m Map
  17035. * @param dx
  17036. * @param dy
  17037. *------------------------------------------*/
  17038. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  17039. unsigned int tick = gettick();
  17040. struct skill_unit *su;
  17041. if (bl->type != BL_SKILL)
  17042. return;
  17043. if (!(su = (struct skill_unit *)bl))
  17044. return;
  17045. if (!su->alive)
  17046. return;
  17047. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  17048. return; //Ensembles may not be moved around.
  17049. if (!bl->prev) {
  17050. bl->x = dx;
  17051. bl->y = dy;
  17052. return;
  17053. }
  17054. map_moveblock(bl, dx, dy, tick);
  17055. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17056. skill_getareachar_skillunit_visibilty(su, AREA);
  17057. return;
  17058. }
  17059. /**
  17060. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17061. * @param group Skill Group
  17062. * @param m Map
  17063. * @param dx
  17064. * @param dy
  17065. */
  17066. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  17067. {
  17068. int i, j;
  17069. unsigned int tick = gettick();
  17070. int *m_flag;
  17071. struct skill_unit *unit1;
  17072. struct skill_unit *unit2;
  17073. if (group == NULL)
  17074. return;
  17075. if (group->unit_count <= 0)
  17076. return;
  17077. if (group->unit == NULL)
  17078. return;
  17079. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  17080. return; //Ensembles may not be moved around.
  17081. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17082. // m_flag
  17083. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17084. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17085. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17086. // 3: Both 1+2.
  17087. for(i = 0; i < group->unit_count; i++) {
  17088. unit1 =& group->unit[i];
  17089. if (!unit1->alive || unit1->bl.m != m)
  17090. continue;
  17091. for(j = 0; j < group->unit_count; j++) {
  17092. unit2 = &group->unit[j];
  17093. if (!unit2->alive)
  17094. continue;
  17095. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17096. m_flag[i] |= 0x1;
  17097. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17098. m_flag[i] |= 0x2;
  17099. }
  17100. }
  17101. j = 0;
  17102. for (i = 0; i < group->unit_count; i++) {
  17103. unit1 = &group->unit[i];
  17104. if (!unit1->alive)
  17105. continue;
  17106. if (!(m_flag[i]&0x2)) {
  17107. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17108. skill_dance_overlap(unit1, 0);
  17109. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17110. }
  17111. //Move Cell using "smart" criteria (avoid useless moving around)
  17112. switch(m_flag[i]) {
  17113. case 0:
  17114. //Cell moves independently, safely move it.
  17115. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17116. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17117. break;
  17118. case 1:
  17119. //Cell moves unto another cell, look for a replacement cell that won't collide
  17120. //and has no cell moving into it (flag == 2)
  17121. for(; j < group->unit_count; j++) {
  17122. int dx2, dy2;
  17123. if(m_flag[j] != 2 || !group->unit[j].alive)
  17124. continue;
  17125. //Move to where this cell would had moved.
  17126. unit2 = &group->unit[j];
  17127. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17128. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17129. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17130. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17131. j++; //Skip this cell as we have used it.
  17132. break;
  17133. }
  17134. break;
  17135. case 2:
  17136. case 3:
  17137. break; //Don't move the cell as a cell will end on this tile anyway.
  17138. }
  17139. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17140. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17141. skill_dance_overlap(unit1, 1);
  17142. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17143. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17144. }
  17145. }
  17146. aFree(m_flag);
  17147. }
  17148. /**
  17149. * Checking product requirement in player's inventory.
  17150. * Checking if player has the item or not, the amount, and the weight limit.
  17151. * @param sd Player
  17152. * @param nameid Product requested
  17153. * @param trigger Trigger criteria to match will 'ItemLv'
  17154. * @param qty Amount of item will be created
  17155. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17156. */
  17157. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  17158. {
  17159. short i, j;
  17160. nullpo_ret(sd);
  17161. if (!nameid || !itemdb_exists(nameid))
  17162. return 0;
  17163. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17164. if (skill_produce_db[i].nameid == nameid) {
  17165. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17166. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17167. continue; // must iterate again to check other skills that produce it. [malufett]
  17168. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17169. continue; // special case
  17170. break;
  17171. }
  17172. }
  17173. if (i >= MAX_SKILL_PRODUCE_DB)
  17174. return 0;
  17175. // Cannot carry the produced stuff
  17176. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17177. return 0;
  17178. // Matching the requested produce list
  17179. if (trigger >= 0) {
  17180. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17181. if (skill_produce_db[i].itemlv != trigger)
  17182. return 0;
  17183. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17184. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17185. return 0;
  17186. } else { // Weapon (itemlv must be higher or equal)
  17187. if (skill_produce_db[i].itemlv > trigger)
  17188. return 0;
  17189. }
  17190. }
  17191. // Check on player's inventory
  17192. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17193. unsigned short nameid_produce;
  17194. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17195. continue;
  17196. if (skill_produce_db[i].mat_amount[j] == 0) {
  17197. if (pc_search_inventory(sd,nameid_produce) < 0)
  17198. return 0;
  17199. } else {
  17200. unsigned short idx, amt;
  17201. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17202. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17203. amt += sd->inventory.u.items_inventory[idx].amount;
  17204. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17205. return 0;
  17206. }
  17207. }
  17208. return i + 1;
  17209. }
  17210. /**
  17211. * Attempt to produce an item
  17212. * @param sd Player
  17213. * @param skill_id Skill used
  17214. * @param nameid Requested product
  17215. * @param slot1
  17216. * @param slot2
  17217. * @param slot3
  17218. * @param qty Amount of requested item
  17219. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17220. * @return True is success, False if failed
  17221. */
  17222. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17223. {
  17224. int slot[3];
  17225. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17226. int num = -1; // exclude the recipe
  17227. struct status_data *status;
  17228. struct item_data* data;
  17229. nullpo_ret(sd);
  17230. status = status_get_status_data(&sd->bl);
  17231. if( sd->skill_id_old == skill_id )
  17232. skill_lv = sd->skill_lv_old;
  17233. if (produce_idx == -1) {
  17234. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17235. return false;
  17236. idx--;
  17237. }
  17238. else
  17239. idx = produce_idx;
  17240. if (qty < 1)
  17241. qty = 1;
  17242. if (!skill_id) //A skill can be specified for some override cases.
  17243. skill_id = skill_produce_db[idx].req_skill;
  17244. if( skill_id == GC_RESEARCHNEWPOISON )
  17245. skill_id = GC_CREATENEWPOISON;
  17246. slot[0] = slot1;
  17247. slot[1] = slot2;
  17248. slot[2] = slot3;
  17249. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17250. short j;
  17251. if (slot[i] <= 0)
  17252. continue;
  17253. j = pc_search_inventory(sd,slot[i]);
  17254. if (j < 0)
  17255. continue;
  17256. if (slot[i] == ITEMID_STAR_CRUMB) {
  17257. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17258. sc++;
  17259. }
  17260. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17261. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17262. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17263. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17264. }
  17265. }
  17266. if (skill_id == RK_RUNEMASTERY) {
  17267. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  17268. data = itemdb_search(nameid);
  17269. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  17270. else if (runemastery_skill_lv > 4) temp_qty = 1 + rnd()%2;
  17271. else temp_qty = 1;
  17272. if (data->stack.inventory) {
  17273. for (i = 0; i < MAX_INVENTORY; i++) {
  17274. if (sd->inventory.u.items_inventory[i].nameid == nameid) {
  17275. if (sd->inventory.u.items_inventory[i].amount >= data->stack.amount) {
  17276. clif_msg(sd,RUNE_CANT_CREATE);
  17277. return 0;
  17278. } else {
  17279. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  17280. if (temp_qty + sd->inventory.u.items_inventory[i].amount >= data->stack.amount)
  17281. temp_qty = data->stack.amount - sd->inventory.u.items_inventory[i].amount;
  17282. }
  17283. break;
  17284. }
  17285. }
  17286. }
  17287. qty = temp_qty;
  17288. }
  17289. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17290. short id, x, j;
  17291. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17292. continue;
  17293. num++;
  17294. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17295. do {
  17296. int y = 0;
  17297. j = pc_search_inventory(sd,id);
  17298. if (j >= 0) {
  17299. y = sd->inventory.u.items_inventory[j].amount;
  17300. if (y > x)
  17301. y = x;
  17302. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17303. } else {
  17304. ShowError("skill_produce_mix: material item error\n");
  17305. return false;
  17306. }
  17307. x -= y;
  17308. } while( j >= 0 && x > 0 );
  17309. }
  17310. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  17311. wlv = itemdb_wlv(nameid);
  17312. if (!equip) {
  17313. switch (skill_id) {
  17314. case BS_IRON:
  17315. case BS_STEEL:
  17316. case BS_ENCHANTEDSTONE:
  17317. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17318. i = pc_checkskill(sd,skill_id);
  17319. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17320. switch (nameid) {
  17321. case ITEMID_IRON:
  17322. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  17323. break;
  17324. case ITEMID_STEEL:
  17325. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  17326. break;
  17327. case ITEMID_STAR_CRUMB:
  17328. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  17329. break;
  17330. default: // Enchanted Stones
  17331. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  17332. break;
  17333. }
  17334. break;
  17335. case ASC_CDP:
  17336. make_per = (2000 + 40*status->dex + 20*status->luk);
  17337. break;
  17338. case AL_HOLYWATER:
  17339. case AB_ANCILLA:
  17340. make_per = 100000; //100% success
  17341. break;
  17342. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  17343. case AM_TWILIGHT1:
  17344. case AM_TWILIGHT2:
  17345. case AM_TWILIGHT3:
  17346. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  17347. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  17348. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  17349. if (hom_is_active(sd->hd)) {//Player got a homun
  17350. int skill;
  17351. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  17352. make_per += skill*100; //+1% bonus per level
  17353. }
  17354. switch(nameid){
  17355. case ITEMID_RED_POTION:
  17356. case ITEMID_YELLOW_POTION:
  17357. case ITEMID_WHITE_POTION:
  17358. make_per += (1+rnd()%100)*10 + 2000;
  17359. break;
  17360. case ITEMID_ALCOHOL:
  17361. make_per += (1+rnd()%100)*10 + 1000;
  17362. break;
  17363. case ITEMID_FIRE_BOTTLE:
  17364. case ITEMID_ACID_BOTTLE:
  17365. case ITEMID_MAN_EATER_BOTTLE:
  17366. case ITEMID_MINI_BOTTLE:
  17367. make_per += (1+rnd()%100)*10;
  17368. break;
  17369. case ITEMID_YELLOW_SLIM_POTION:
  17370. make_per -= (1+rnd()%50)*10;
  17371. break;
  17372. case ITEMID_WHITE_SLIM_POTION:
  17373. case ITEMID_COATING_BOTTLE:
  17374. make_per -= (1+rnd()%100)*10;
  17375. break;
  17376. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  17377. case ITEMID_BLUE_POTION:
  17378. case ITEMID_RED_SLIM_POTION:
  17379. case ITEMID_ANODYNE:
  17380. case ITEMID_ALOEBERA:
  17381. default:
  17382. break;
  17383. }
  17384. if (battle_config.pp_rate != 100)
  17385. make_per = make_per * battle_config.pp_rate / 100;
  17386. break;
  17387. case SA_CREATECON: // Elemental Converter Creation
  17388. make_per = 100000; // should be 100% success rate
  17389. break;
  17390. case RK_RUNEMASTERY: {
  17391. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  17392. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  17393. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  17394. int D = 0;
  17395. switch (nameid) { //rune rank it_diff 9 craftable rune
  17396. case ITEMID_BERKANA:
  17397. D = -2000;
  17398. break; //Rank S
  17399. case ITEMID_NAUTHIZ:
  17400. case ITEMID_URUZ:
  17401. D = -1500;
  17402. break; //Rank A
  17403. case ITEMID_ISA:
  17404. case ITEMID_WYRD:
  17405. D = -1000;
  17406. break; //Rank B
  17407. case ITEMID_RAIDO:
  17408. case ITEMID_THURISAZ:
  17409. case ITEMID_HAGALAZ:
  17410. case ITEMID_OTHILA:
  17411. D = -500;
  17412. break; //Rank C
  17413. default:
  17414. D = -1500;
  17415. break; //not specified =-15%
  17416. }
  17417. make_per = A + B + C + D;
  17418. }
  17419. break;
  17420. case GC_CREATENEWPOISON:
  17421. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17422. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17423. break;
  17424. case GN_CHANGEMATERIAL:
  17425. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17426. if (skill_changematerial_db[i].nameid == nameid) {
  17427. make_per = skill_changematerial_db[i].rate * 10;
  17428. break;
  17429. }
  17430. }
  17431. break;
  17432. case GN_S_PHARMACY:
  17433. {
  17434. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  17435. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  17436. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  17437. switch(nameid){// difficulty factor
  17438. case ITEMID_HP_INCREASE_POTION_SMALL:
  17439. case ITEMID_SP_INCREASE_POTION_SMALL:
  17440. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  17441. difficulty += 10;
  17442. break;
  17443. case ITEMID_BOMB_MUSHROOM_SPORE:
  17444. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  17445. difficulty += 15;
  17446. break;
  17447. case ITEMID_BANANA_BOMB:
  17448. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  17449. case ITEMID_SP_INCREASE_POTION_LARGE:
  17450. case ITEMID_VITATA500:
  17451. difficulty += 20;
  17452. break;
  17453. case ITEMID_SEED_OF_HORNY_PLANT:
  17454. case ITEMID_BLOODSUCK_PLANT_SEED:
  17455. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  17456. difficulty += 30;
  17457. break;
  17458. case ITEMID_HP_INCREASE_POTION_LARGE:
  17459. case ITEMID_CURE_FREE:
  17460. difficulty += 40;
  17461. break;
  17462. }
  17463. if( make_per >= 400 && make_per > difficulty)
  17464. qty = 10;
  17465. else if( make_per >= 300 && make_per > difficulty)
  17466. qty = 7;
  17467. else if( make_per >= 100 && make_per > difficulty)
  17468. qty = 6;
  17469. else if( make_per >= 1 && make_per > difficulty)
  17470. qty = 5;
  17471. else
  17472. qty = 4;
  17473. make_per = 10000;
  17474. }
  17475. break;
  17476. case GN_MAKEBOMB:
  17477. case GN_MIX_COOKING:
  17478. {
  17479. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  17480. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  17481. qty = ~(5 + rnd()%5) + 1;
  17482. switch(nameid){// difficulty factor
  17483. case ITEMID_APPLE_BOMB:
  17484. difficulty += 5;
  17485. break;
  17486. case ITEMID_COCONUT_BOMB:
  17487. case ITEMID_MELON_BOMB:
  17488. difficulty += 10;
  17489. break;
  17490. case ITEMID_SAVAGE_FULL_ROAST:
  17491. case ITEMID_COCKTAIL_WARG_BLOOD:
  17492. case ITEMID_MINOR_STEW:
  17493. case ITEMID_SIROMA_ICED_TEA:
  17494. case ITEMID_DROSERA_HERB_SALAD:
  17495. case ITEMID_PETITE_TAIL_NOODLES:
  17496. case ITEMID_PINEAPPLE_BOMB:
  17497. difficulty += 15;
  17498. break;
  17499. case ITEMID_BANANA_BOMB:
  17500. difficulty += 20;
  17501. break;
  17502. }
  17503. if( make_per >= 30 && make_per > difficulty)
  17504. qty = 10 + rnd()%2;
  17505. else if( make_per >= 10 && make_per > difficulty)
  17506. qty = 10;
  17507. else if( make_per == 10 && make_per > difficulty)
  17508. qty = 8;
  17509. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  17510. ;// Food/Bomb creation fails.
  17511. else if( make_per >= 30 && make_per < difficulty)
  17512. qty = 5;
  17513. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  17514. qty = ~qty + 1;
  17515. make_per = 0;
  17516. }
  17517. else
  17518. make_per = 10000;
  17519. qty = (skill_lv > 1 ? qty : 1);
  17520. }
  17521. break;
  17522. default:
  17523. if (sd->menuskill_id == AM_PHARMACY &&
  17524. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  17525. { //Assume Cooking Dish
  17526. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  17527. make_per = 10000; //100% Success
  17528. else
  17529. make_per = 1200 * (sd->menuskill_val - 10)
  17530. + 20 * (sd->status.base_level + 1)
  17531. + 20 * (status->dex + 1)
  17532. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  17533. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  17534. - 10 * (100 - status->luk + 1)
  17535. - 500 * (num - 1)
  17536. - 100 * (rnd()%4 + 1);
  17537. break;
  17538. }
  17539. make_per = 5000;
  17540. break;
  17541. }
  17542. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  17543. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  17544. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  17545. 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
  17546. 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
  17547. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  17548. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  17549. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  17550. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  17551. if (battle_config.wp_rate != 100)
  17552. make_per = make_per * battle_config.wp_rate / 100;
  17553. }
  17554. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  17555. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  17556. if (make_per < 1) make_per = 1;
  17557. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  17558. struct item tmp_item;
  17559. memset(&tmp_item,0,sizeof(tmp_item));
  17560. tmp_item.nameid = nameid;
  17561. tmp_item.amount = 1;
  17562. tmp_item.identify = 1;
  17563. if (equip) {
  17564. tmp_item.card[0] = CARD0_FORGE;
  17565. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17566. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17567. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17568. } else {
  17569. //Flag is only used on the end, so it can be used here. [Skotlex]
  17570. switch (skill_id) {
  17571. case BS_DAGGER:
  17572. case BS_SWORD:
  17573. case BS_TWOHANDSWORD:
  17574. case BS_AXE:
  17575. case BS_MACE:
  17576. case BS_KNUCKLE:
  17577. case BS_SPEAR:
  17578. flag = battle_config.produce_item_name_input&0x1;
  17579. break;
  17580. case AM_PHARMACY:
  17581. case AM_TWILIGHT1:
  17582. case AM_TWILIGHT2:
  17583. case AM_TWILIGHT3:
  17584. flag = battle_config.produce_item_name_input&0x2;
  17585. break;
  17586. case AL_HOLYWATER:
  17587. case AB_ANCILLA:
  17588. flag = battle_config.produce_item_name_input&0x8;
  17589. break;
  17590. case ASC_CDP:
  17591. flag = battle_config.produce_item_name_input&0x10;
  17592. break;
  17593. default:
  17594. flag = battle_config.produce_item_name_input&0x80;
  17595. break;
  17596. }
  17597. if (flag) {
  17598. tmp_item.card[0] = CARD0_CREATE;
  17599. tmp_item.card[1] = 0;
  17600. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17601. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17602. }
  17603. }
  17604. // if(log_config.produce > 0)
  17605. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17606. //TODO update PICKLOG
  17607. if (equip) {
  17608. clif_produceeffect(sd,0,nameid);
  17609. clif_misceffect(&sd->bl,3);
  17610. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17611. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17612. } else {
  17613. int fame = 0;
  17614. tmp_item.amount = 0;
  17615. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17616. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17617. tmp_item.amount = qty;
  17618. break;
  17619. }
  17620. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17621. tmp_item.amount++;
  17622. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17623. continue;
  17624. if (skill_id != AM_PHARMACY &&
  17625. skill_id != AM_TWILIGHT1 &&
  17626. skill_id != AM_TWILIGHT2 &&
  17627. skill_id != AM_TWILIGHT3)
  17628. continue;
  17629. //Add fame as needed.
  17630. switch(++sd->potion_success_counter) {
  17631. case 3:
  17632. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17633. break;
  17634. case 5:
  17635. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17636. break;
  17637. case 7:
  17638. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17639. break;
  17640. case 10:
  17641. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17642. sd->potion_success_counter = 0;
  17643. break;
  17644. }
  17645. } else //Failure
  17646. sd->potion_success_counter = 0;
  17647. }
  17648. if (fame)
  17649. pc_addfame(sd,fame);
  17650. //Visual effects and the like.
  17651. switch (skill_id) {
  17652. case AM_PHARMACY:
  17653. case AM_TWILIGHT1:
  17654. case AM_TWILIGHT2:
  17655. case AM_TWILIGHT3:
  17656. case ASC_CDP:
  17657. case GC_CREATENEWPOISON:
  17658. clif_produceeffect(sd,2,nameid);
  17659. clif_misceffect(&sd->bl,5);
  17660. break;
  17661. case BS_IRON:
  17662. case BS_STEEL:
  17663. case BS_ENCHANTEDSTONE:
  17664. clif_produceeffect(sd,0,nameid);
  17665. clif_misceffect(&sd->bl,3);
  17666. break;
  17667. case RK_RUNEMASTERY:
  17668. clif_produceeffect(sd,4,nameid);
  17669. clif_misceffect(&sd->bl,5);
  17670. break;
  17671. default: //Those that don't require a skill?
  17672. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17673. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  17674. if (sd->cook_mastery < 1999)
  17675. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17676. }
  17677. break;
  17678. }
  17679. }
  17680. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17681. int j, k = 0, l;
  17682. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17683. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17684. if (skill_changematerial_db[i].nameid == nameid){
  17685. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17686. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17687. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17688. tmp_item.amount = (isStackable ? total_qty : 1);
  17689. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17690. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17691. clif_additem(sd,0,0,flag);
  17692. if( battle_config.skill_drop_items_full ){
  17693. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17694. }
  17695. }
  17696. }
  17697. k++;
  17698. }
  17699. }
  17700. break;
  17701. }
  17702. }
  17703. if (k) {
  17704. clif_produceeffect(sd,6,nameid);
  17705. clif_misceffect(&sd->bl,5);
  17706. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17707. return true;
  17708. }
  17709. } else if (tmp_item.amount) { //Success
  17710. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17711. clif_additem(sd,0,0,flag);
  17712. if( battle_config.skill_drop_items_full ){
  17713. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17714. }
  17715. }
  17716. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17717. clif_produceeffect(sd,6,nameid);
  17718. clif_misceffect(&sd->bl,5);
  17719. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17720. }
  17721. return true;
  17722. }
  17723. }
  17724. //Failure
  17725. // if(log_config.produce)
  17726. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17727. //TODO update PICKLOG
  17728. if (equip) {
  17729. clif_produceeffect(sd,1,nameid);
  17730. clif_misceffect(&sd->bl,2);
  17731. } else {
  17732. switch (skill_id) {
  17733. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17734. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17735. case AM_PHARMACY:
  17736. case AM_TWILIGHT1:
  17737. case AM_TWILIGHT2:
  17738. case AM_TWILIGHT3:
  17739. case GC_CREATENEWPOISON:
  17740. clif_produceeffect(sd,3,nameid);
  17741. clif_misceffect(&sd->bl,6);
  17742. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17743. break;
  17744. case BS_IRON:
  17745. case BS_STEEL:
  17746. case BS_ENCHANTEDSTONE:
  17747. clif_produceeffect(sd,1,nameid);
  17748. clif_misceffect(&sd->bl,2);
  17749. break;
  17750. case RK_RUNEMASTERY:
  17751. clif_produceeffect(sd,5,nameid);
  17752. clif_misceffect(&sd->bl,6);
  17753. break;
  17754. case GN_MIX_COOKING:
  17755. {
  17756. struct item tmp_item;
  17757. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17758. int rate = rnd()%500;
  17759. memset(&tmp_item,0,sizeof(tmp_item));
  17760. if (rate < 50) i = 4;
  17761. else if (rate < 100) i = 2+rnd()%1;
  17762. else if (rate < 250) i = 1;
  17763. else if (rate < 500) i = 0;
  17764. tmp_item.nameid = compensation[i];
  17765. tmp_item.amount = qty;
  17766. tmp_item.identify = 1;
  17767. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17768. clif_additem(sd,0,0,flag);
  17769. if( battle_config.skill_drop_items_full ){
  17770. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17771. }
  17772. }
  17773. clif_produceeffect(sd,7,nameid);
  17774. clif_misceffect(&sd->bl,6);
  17775. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17776. }
  17777. break;
  17778. case GN_MAKEBOMB:
  17779. case GN_S_PHARMACY:
  17780. case GN_CHANGEMATERIAL:
  17781. clif_produceeffect(sd,7,nameid);
  17782. clif_misceffect(&sd->bl,6);
  17783. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17784. break;
  17785. default:
  17786. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17787. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  17788. if (sd->cook_mastery > 0)
  17789. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17790. }
  17791. break;
  17792. }
  17793. }
  17794. return false;
  17795. }
  17796. /**
  17797. * Attempt to create arrow by specified material
  17798. * @param sd Player
  17799. * @param nameid Item ID of material
  17800. * @return True if created, False is failed
  17801. */
  17802. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17803. {
  17804. short i, j, idx = -1;
  17805. struct item tmp_item;
  17806. nullpo_ret(sd);
  17807. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17808. return false;
  17809. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17810. if (nameid == skill_arrow_db[i].nameid) {
  17811. idx = i;
  17812. break;
  17813. }
  17814. }
  17815. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17816. return false;
  17817. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17818. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17819. char flag = 0;
  17820. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17821. continue;
  17822. memset(&tmp_item,0,sizeof(tmp_item));
  17823. tmp_item.identify = 1;
  17824. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17825. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17826. if (battle_config.produce_item_name_input&0x4) {
  17827. tmp_item.card[0] = CARD0_CREATE;
  17828. tmp_item.card[1] = 0;
  17829. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17830. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17831. }
  17832. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17833. clif_additem(sd,0,0,flag);
  17834. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17835. }
  17836. }
  17837. return true;
  17838. }
  17839. /**
  17840. * Enchant weapon with poison
  17841. * @param sd Player
  17842. * @nameid Item ID of poison type
  17843. */
  17844. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17845. {
  17846. sc_type type;
  17847. int chance, i, val4 = 0;
  17848. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17849. char output[CHAT_SIZE_MAX];
  17850. const char *msg;
  17851. nullpo_ret(sd);
  17852. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17853. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17854. return 0;
  17855. }
  17856. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17857. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17858. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17859. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17860. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  17861. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17862. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  17863. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  17864. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17865. default:
  17866. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17867. return 0;
  17868. }
  17869. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  17870. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17871. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  17872. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17873. sprintf(output, msg_txt(sd,721), msg);
  17874. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  17875. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17876. clif_msg(sd,msg);
  17877. #endif*/
  17878. return 0;
  17879. }
  17880. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17881. {
  17882. struct status_change *sc = status_get_sc(bl);
  17883. // non-offensive and non-magic skills do not affect the status
  17884. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17885. return;
  17886. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17887. if (sc->data[SC_MAGICPOWER]->val4) {
  17888. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17889. } else {
  17890. sc->data[SC_MAGICPOWER]->val4 = 1;
  17891. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17892. #ifndef RENEWAL
  17893. if(bl->type == BL_PC){// update current display.
  17894. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17895. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17896. }
  17897. #endif
  17898. }
  17899. }
  17900. }
  17901. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17902. int x, y, i, class_, skill;
  17903. struct mob_data *md;
  17904. nullpo_ret(sd);
  17905. skill = sd->menuskill_val;
  17906. if( !nameid || !itemdb_group_item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17907. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17908. return 0;
  17909. }
  17910. // Spawn Position
  17911. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17912. x = sd->sc.comet_x;
  17913. y = sd->sc.comet_y;
  17914. sd->sc.comet_x = 0;
  17915. sd->sc.comet_y = 0;
  17916. sd->menuskill_val = 0;
  17917. // Item picked decides the mob class
  17918. switch(nameid) {
  17919. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17920. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17921. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17922. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17923. default:
  17924. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17925. return 0;
  17926. }
  17927. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17928. if( md ) {
  17929. struct unit_data *ud = unit_bl2ud(&md->bl);
  17930. md->master_id = sd->bl.id;
  17931. md->special_state.ai = AI_FAW;
  17932. if(ud) {
  17933. ud->skill_id = NC_MAGICDECOY;
  17934. ud->skill_lv = skill;
  17935. }
  17936. if( md->deletetimer != INVALID_TIMER )
  17937. delete_timer(md->deletetimer, mob_timer_delete);
  17938. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17939. mob_spawn(md);
  17940. }
  17941. return 0;
  17942. }
  17943. // Warlock Spellbooks. [LimitLine/3CeAM]
  17944. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  17945. int i, max_preserve, skill_id, point;
  17946. struct status_change *sc;
  17947. nullpo_retv(sd);
  17948. sc = status_get_sc(&sd->bl);
  17949. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17950. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17951. if( sc && !sc->data[i] )
  17952. break;
  17953. }
  17954. if( i > SC_MAXSPELLBOOK ) {
  17955. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17956. return;
  17957. }
  17958. if (!skill_spellbook_count)
  17959. return;
  17960. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17961. if( i == MAX_SKILL_SPELLBOOK_DB )
  17962. return;
  17963. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17964. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17965. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17966. return;
  17967. }
  17968. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17969. point = skill_spellbook_db[i].point;
  17970. if( sc && sc->data[SC_FREEZE_SP] ) {
  17971. if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
  17972. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17973. return;
  17974. }
  17975. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17976. if( !sc->data[i] ){
  17977. sc->data[SC_FREEZE_SP]->val2 += point; // increase points
  17978. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17979. break;
  17980. }
  17981. }
  17982. } else {
  17983. sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
  17984. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17985. }
  17986. // Reading Spell Book SP cost same as the sealed spell.
  17987. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17988. }
  17989. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17990. int lv, prob, aslvl = 0;
  17991. uint16 id, sk_idx = 0;
  17992. nullpo_ret(sd);
  17993. if (sd->sc.data[SC_STOP]) {
  17994. aslvl = sd->sc.data[SC_STOP]->val1;
  17995. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17996. }
  17997. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17998. return 0;
  17999. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  18000. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  18001. return 0;
  18002. }
  18003. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  18004. lv = min(lv,sd->status.skill[sk_idx].lv);
  18005. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  18006. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  18007. return 0;
  18008. }
  18009. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  18010. int i;
  18011. nullpo_ret(sd);
  18012. nullpo_ret(item_list);
  18013. if( n <= 0 )
  18014. return 1;
  18015. for( i = 0; i < n; i++ ) {
  18016. unsigned short nameid;
  18017. int add_amount, del_amount, idx, product;
  18018. struct item tmp_item;
  18019. idx = item_list[i*2+0]-2;
  18020. del_amount = item_list[i*2+1];
  18021. if( skill_lv == 2 )
  18022. del_amount -= (del_amount % 10);
  18023. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  18024. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  18025. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18026. return 1;
  18027. }
  18028. switch( nameid ) {
  18029. // Level 1
  18030. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  18031. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  18032. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  18033. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  18034. // Level 2
  18035. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  18036. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  18037. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  18038. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  18039. default:
  18040. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18041. return 1;
  18042. }
  18043. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  18044. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18045. return 1;
  18046. }
  18047. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  18048. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18049. return 1;
  18050. }
  18051. memset(&tmp_item,0,sizeof(tmp_item));
  18052. tmp_item.nameid = product;
  18053. tmp_item.amount = add_amount;
  18054. tmp_item.identify = 1;
  18055. if( tmp_item.amount ) {
  18056. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18057. if( flag != 0 ) {
  18058. clif_additem(sd,0,0,flag);
  18059. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18060. }
  18061. }
  18062. }
  18063. return 0;
  18064. }
  18065. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18066. int i, j, k, c, p = 0, amount;
  18067. unsigned short nameid;
  18068. nullpo_ret(sd);
  18069. nullpo_ret(item_list);
  18070. // Search for objects that can be created.
  18071. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18072. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18073. p = 0;
  18074. do {
  18075. c = 0;
  18076. // Verification of overlap between the objects required and the list submitted.
  18077. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18078. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18079. for( k = 0; k < n; k++ ) {
  18080. int idx = item_list[k*2+0]-2;
  18081. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18082. amount = item_list[k*2+1];
  18083. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18084. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18085. return 0;
  18086. }
  18087. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  18088. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18089. c++; // match
  18090. }
  18091. }
  18092. else
  18093. break; // No more items required
  18094. }
  18095. p++;
  18096. } while(n == j && c == n);
  18097. p--;
  18098. if ( p > 0 ) {
  18099. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18100. return 1;
  18101. }
  18102. }
  18103. }
  18104. if( p == 0)
  18105. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18106. return 0;
  18107. }
  18108. /**
  18109. * For Royal Guard's LG_TRAMPLE
  18110. */
  18111. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18112. {
  18113. struct skill_unit *su = (struct skill_unit *)bl;
  18114. struct skill_unit_group *sg = NULL;
  18115. unsigned int tick;
  18116. nullpo_ret(su);
  18117. tick = va_arg(ap, unsigned int);
  18118. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  18119. switch( sg->unit_id ) {
  18120. case UNT_CLAYMORETRAP:
  18121. case UNT_FIRINGTRAP:
  18122. case UNT_ICEBOUNDTRAP:
  18123. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  18124. break;
  18125. case UNT_LANDMINE:
  18126. case UNT_BLASTMINE:
  18127. case UNT_SHOCKWAVE:
  18128. case UNT_SANDMAN:
  18129. case UNT_FLASHER:
  18130. case UNT_FREEZINGTRAP:
  18131. case UNT_CLUSTERBOMB:
  18132. if (battle_config.skill_wall_check && !(skill_get_nk(sg->skill_id)&NK_NO_DAMAGE))
  18133. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18134. else
  18135. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18136. break;
  18137. }
  18138. // Traps aren't recovered.
  18139. skill_delunit(su);
  18140. }
  18141. return 0;
  18142. }
  18143. /*==========================================
  18144. *
  18145. *------------------------------------------*/
  18146. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18147. int i;
  18148. nullpo_retr(-1, sd);
  18149. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18150. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18151. }
  18152. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  18153. struct map_session_data *sd = map_id2sd(id);
  18154. int i = (int)data;
  18155. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18156. return 0;
  18157. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18158. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18159. return 0;
  18160. }
  18161. aFree(sd->scd[i]);
  18162. sd->scd[i] = NULL;
  18163. return 1;
  18164. }
  18165. /**
  18166. * Flags a singular skill as being blocked from persistent usage.
  18167. * @param sd the player the skill delay affects
  18168. * @param skill_id the skill which should be delayed
  18169. * @param tick the length of time the delay should last
  18170. * @param load whether this assignment is being loaded upon player login
  18171. * @return 0 if successful, -1 otherwise
  18172. */
  18173. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  18174. int i;
  18175. nullpo_retr(-1, sd);
  18176. if (!skill_id || tick < 1)
  18177. return -1;
  18178. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18179. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18180. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18181. aFree(sd->scd[i]);
  18182. sd->scd[i] = NULL;
  18183. }
  18184. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18185. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18186. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18187. sd->scd[i]->skill_id = skill_id;
  18188. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18189. if (battle_config.display_status_timers && tick > 0)
  18190. clif_skill_cooldown(sd, skill_id, tick);
  18191. return 1;
  18192. } else {
  18193. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18194. return 0;
  18195. }
  18196. }
  18197. int skill_blockpc_clear(struct map_session_data *sd) {
  18198. int i;
  18199. nullpo_ret(sd);
  18200. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18201. if (!sd->scd[i])
  18202. continue;
  18203. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18204. aFree(sd->scd[i]);
  18205. sd->scd[i] = NULL;
  18206. }
  18207. return 1;
  18208. }
  18209. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  18210. {
  18211. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18212. if (data <= 0 || data >= SKILL_MAX_DB())
  18213. return 0;
  18214. if (hd)
  18215. hd->blockskill[data] = 0;
  18216. return 1;
  18217. }
  18218. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18219. {
  18220. uint16 idx = skill_get_index(skill_id);
  18221. nullpo_retr(-1, hd);
  18222. if (!idx)
  18223. return -1;
  18224. if (tick < 1) {
  18225. hd->blockskill[idx] = 0;
  18226. return -1;
  18227. }
  18228. hd->blockskill[idx] = 1;
  18229. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  18230. }
  18231. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  18232. {
  18233. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18234. if( data <= 0 || data >= SKILL_MAX_DB() )
  18235. return 0;
  18236. if( md )
  18237. md->blockskill[data] = 0;
  18238. return 1;
  18239. }
  18240. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18241. {
  18242. uint16 idx = skill_get_index(skill_id);
  18243. nullpo_retr(-1, md);
  18244. if( !idx )
  18245. return -1;
  18246. if( tick < 1 ) {
  18247. md->blockskill[idx] = 0;
  18248. return -1;
  18249. }
  18250. md->blockskill[idx] = 1;
  18251. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  18252. }
  18253. /**
  18254. * Adds a new skill unit entry for this player to recast after map load
  18255. * @param sd: Player
  18256. * @param skill_id: Skill ID to save
  18257. * @param skill_lv: Skill level to save
  18258. */
  18259. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18260. {
  18261. struct skill_usave *sus = NULL;
  18262. if (idb_exists(skillusave_db,sd->status.char_id))
  18263. idb_remove(skillusave_db,sd->status.char_id);
  18264. CREATE(sus, struct skill_usave, 1);
  18265. idb_put(skillusave_db, sd->status.char_id, sus);
  18266. sus->skill_id = skill_id;
  18267. sus->skill_lv = skill_lv;
  18268. }
  18269. /**
  18270. * Loads saved skill unit entries for this player after map load
  18271. * @param sd: Player
  18272. */
  18273. void skill_usave_trigger(struct map_session_data *sd)
  18274. {
  18275. struct skill_usave *sus = NULL;
  18276. struct skill_unit_group *group = NULL;
  18277. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  18278. return;
  18279. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18280. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18281. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  18282. idb_remove(skillusave_db, sd->status.char_id);
  18283. }
  18284. /*
  18285. *
  18286. */
  18287. int skill_split_str (char *str, char **val, int num)
  18288. {
  18289. int i;
  18290. for( i = 0; i < num && str; i++ ) {
  18291. val[i] = str;
  18292. str = strchr(str,',');
  18293. if( str )
  18294. *str++ = 0;
  18295. }
  18296. return i;
  18297. }
  18298. /**
  18299. * Split the string with ':' as separator and put each value for a skilllv
  18300. * if no more value found put the latest to fill the array
  18301. * @param str : string to split
  18302. * @param val : array of MAX_SKILL_LEVEL to put value into
  18303. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  18304. */
  18305. int skill_split_atoi (char *str, int *val)
  18306. {
  18307. int i, j, step = 1;
  18308. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  18309. if (!str) break;
  18310. val[i] = atoi(str);
  18311. str = strchr(str,':');
  18312. if (str)
  18313. *str++=0;
  18314. }
  18315. if(i==0) //No data found.
  18316. return 0;
  18317. if(i==1) { //Single value, have the whole range have the same value.
  18318. for (; i < MAX_SKILL_LEVEL; i++)
  18319. val[i] = val[i-1];
  18320. return i;
  18321. }
  18322. //Check for linear change with increasing steps until we reach half of the data acquired.
  18323. for (step = 1; step <= i/2; step++) {
  18324. int diff = val[i-1] - val[i-step-1];
  18325. for(j = i-1; j >= step; j--)
  18326. if ((val[j]-val[j-step]) != diff)
  18327. break;
  18328. if (j>=step) //No match, try next step.
  18329. continue;
  18330. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  18331. val[i] = val[i-step]+diff;
  18332. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  18333. { val[i] = 1; diff = 0; step = 1; }
  18334. }
  18335. return i;
  18336. }
  18337. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  18338. for (;i<MAX_SKILL_LEVEL; i++)
  18339. val[i] = val[i-1];
  18340. return i;
  18341. }
  18342. /*
  18343. *
  18344. */
  18345. void skill_init_unit_layout (void) {
  18346. int i,j,pos = 0;
  18347. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  18348. // standard square layouts go first
  18349. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  18350. int size = i*2+1;
  18351. skill_unit_layout[i].count = size*size;
  18352. for (j=0; j<size*size; j++) {
  18353. skill_unit_layout[i].dx[j] = (j%size-i);
  18354. skill_unit_layout[i].dy[j] = (j/size-i);
  18355. }
  18356. }
  18357. // afterwards add special ones
  18358. pos = i;
  18359. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18360. uint16 skill_id = 0;
  18361. if (!skill_db[i])
  18362. continue;
  18363. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  18364. continue;
  18365. skill_id = skill_idx2id(i);
  18366. if( skill_id == EL_FIRE_MANTLE ) {
  18367. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  18368. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  18369. skill_unit_layout[pos].count = 8;
  18370. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18371. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18372. } else {
  18373. switch (skill_id) {
  18374. case MG_FIREWALL:
  18375. case WZ_ICEWALL:
  18376. case WL_EARTHSTRAIN:
  18377. case RL_FIRE_RAIN:
  18378. // these will be handled later
  18379. break;
  18380. case PR_SANCTUARY:
  18381. case NPC_EVILLAND: {
  18382. static const int dx[] = {
  18383. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  18384. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  18385. static const int dy[]={
  18386. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  18387. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  18388. skill_unit_layout[pos].count = 21;
  18389. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18390. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18391. }
  18392. break;
  18393. case PR_MAGNUS: {
  18394. static const int dx[] = {
  18395. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18396. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18397. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  18398. static const int dy[] = {
  18399. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18400. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18401. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  18402. skill_unit_layout[pos].count = 33;
  18403. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18404. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18405. }
  18406. break;
  18407. case AS_VENOMDUST: {
  18408. static const int dx[] = {-1, 0, 0, 0, 1};
  18409. static const int dy[] = { 0,-1, 0, 1, 0};
  18410. skill_unit_layout[pos].count = 5;
  18411. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18412. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18413. }
  18414. break;
  18415. case CR_GRANDCROSS:
  18416. case NPC_GRANDDARKNESS: {
  18417. static const int dx[] = {
  18418. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  18419. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  18420. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  18421. static const int dy[] = {
  18422. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  18423. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  18424. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  18425. skill_unit_layout[pos].count = 29;
  18426. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18427. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18428. }
  18429. break;
  18430. case PF_FOGWALL: {
  18431. static const int dx[] = {
  18432. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  18433. static const int dy[] = {
  18434. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  18435. skill_unit_layout[pos].count = 15;
  18436. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18437. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18438. }
  18439. break;
  18440. case PA_GOSPEL: {
  18441. static const int dx[] = {
  18442. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18443. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18444. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  18445. -1, 0, 1};
  18446. static const int dy[] = {
  18447. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18448. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18449. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  18450. 3, 3, 3};
  18451. skill_unit_layout[pos].count = 33;
  18452. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18453. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18454. }
  18455. break;
  18456. case NJ_KAENSIN: {
  18457. 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};
  18458. 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};
  18459. skill_unit_layout[pos].count = 24;
  18460. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18461. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18462. }
  18463. break;
  18464. case NJ_TATAMIGAESHI: {
  18465. //Level 1 (count 4, cross of 3x3)
  18466. static const int dx1[] = {-1, 1, 0, 0};
  18467. static const int dy1[] = { 0, 0,-1, 1};
  18468. //Level 2-3 (count 8, cross of 5x5)
  18469. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  18470. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  18471. //Level 4-5 (count 12, cross of 7x7
  18472. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  18473. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  18474. //lv1
  18475. j = 0;
  18476. skill_unit_layout[pos].count = 4;
  18477. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  18478. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  18479. skill_db[i]->unit_layout_type[j] = pos;
  18480. //lv2/3
  18481. j++;
  18482. pos++;
  18483. skill_unit_layout[pos].count = 8;
  18484. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  18485. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  18486. skill_db[i]->unit_layout_type[j] = pos;
  18487. skill_db[i]->unit_layout_type[++j] = pos;
  18488. //lv4/5
  18489. j++;
  18490. pos++;
  18491. skill_unit_layout[pos].count = 12;
  18492. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  18493. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  18494. skill_db[i]->unit_layout_type[j] = pos;
  18495. skill_db[i]->unit_layout_type[++j] = pos;
  18496. //Fill in the rest using lv 5.
  18497. for (;j<MAX_SKILL_LEVEL;j++)
  18498. skill_db[i]->unit_layout_type[j] = pos;
  18499. //Skip, this way the check below will fail and continue to the next skill.
  18500. pos++;
  18501. }
  18502. break;
  18503. case GN_WALLOFTHORN: {
  18504. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  18505. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  18506. skill_unit_layout[pos].count = 16;
  18507. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18508. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18509. }
  18510. break;
  18511. default:
  18512. ShowError("unknown unit layout at skill %d\n",i);
  18513. break;
  18514. }
  18515. }
  18516. if (!skill_unit_layout[pos].count)
  18517. continue;
  18518. for (j=0;j<MAX_SKILL_LEVEL;j++)
  18519. skill_db[i]->unit_layout_type[j] = pos;
  18520. pos++;
  18521. }
  18522. // firewall and icewall have 8 layouts (direction-dependent)
  18523. firewall_unit_pos = pos;
  18524. for (i=0;i<8;i++) {
  18525. if (i&1) {
  18526. skill_unit_layout[pos].count = 5;
  18527. if (i&0x2) {
  18528. int dx[] = {-1,-1, 0, 0, 1};
  18529. int dy[] = { 1, 0, 0,-1,-1};
  18530. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18531. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18532. } else {
  18533. int dx[] = { 1, 1 ,0, 0,-1};
  18534. int dy[] = { 1, 0, 0,-1,-1};
  18535. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18536. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18537. }
  18538. } else {
  18539. skill_unit_layout[pos].count = 3;
  18540. if (i%4==0) {
  18541. int dx[] = {-1, 0, 1};
  18542. int dy[] = { 0, 0, 0};
  18543. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18544. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18545. } else {
  18546. int dx[] = { 0, 0, 0};
  18547. int dy[] = {-1, 0, 1};
  18548. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18549. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18550. }
  18551. }
  18552. pos++;
  18553. }
  18554. icewall_unit_pos = pos;
  18555. for (i=0;i<8;i++) {
  18556. skill_unit_layout[pos].count = 5;
  18557. if (i&1) {
  18558. if (i&0x2) {
  18559. int dx[] = {-2,-1, 0, 1, 2};
  18560. int dy[] = { 2, 1, 0,-1,-2};
  18561. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18562. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18563. } else {
  18564. int dx[] = { 2, 1 ,0,-1,-2};
  18565. int dy[] = { 2, 1, 0,-1,-2};
  18566. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18567. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18568. }
  18569. } else {
  18570. if (i%4==0) {
  18571. int dx[] = {-2,-1, 0, 1, 2};
  18572. int dy[] = { 0, 0, 0, 0, 0};
  18573. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18574. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18575. } else {
  18576. int dx[] = { 0, 0, 0, 0, 0};
  18577. int dy[] = {-2,-1, 0, 1, 2};
  18578. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18579. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18580. }
  18581. }
  18582. pos++;
  18583. }
  18584. earthstrain_unit_pos = pos;
  18585. for( i = 0; i < 8; i++ )
  18586. { // For each Direction
  18587. skill_unit_layout[pos].count = 15;
  18588. switch( i )
  18589. {
  18590. case 0: case 1: case 3: case 4: case 5: case 7:
  18591. {
  18592. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18593. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18594. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18595. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18596. }
  18597. break;
  18598. case 2:
  18599. case 6:
  18600. {
  18601. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18602. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18603. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18604. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18605. }
  18606. break;
  18607. }
  18608. pos++;
  18609. }
  18610. firerain_unit_pos = pos;
  18611. for( i = 0; i < 8; i++ ) {
  18612. skill_unit_layout[pos].count = 3;
  18613. switch( i ) {
  18614. case 0: case 1: case 3: case 4: case 5: case 7:
  18615. {
  18616. static const int dx[] = {-1, 0, 1};
  18617. static const int dy[] = { 0, 0, 0};
  18618. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18619. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18620. }
  18621. break;
  18622. case 2:
  18623. case 6:
  18624. {
  18625. static const int dx[] = { 0, 0, 0};
  18626. static const int dy[] = {-1, 0, 1};
  18627. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18628. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18629. }
  18630. break;
  18631. }
  18632. pos++;
  18633. }
  18634. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18635. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18636. }
  18637. void skill_init_nounit_layout (void) {
  18638. int i, pos = 0;
  18639. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18640. overbrand_nounit_pos = pos;
  18641. for( i = 0; i < 8; i++ ) {
  18642. if( i&1 ) {
  18643. skill_nounit_layout[pos].count = 33;
  18644. if( i&2 ) {
  18645. if( i&4 ) { // 7
  18646. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  18647. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  18648. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18649. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18650. } else { // 3
  18651. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  18652. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  18653. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18654. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18655. }
  18656. } else {
  18657. if( i&4 ) { // 5
  18658. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  18659. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  18660. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18661. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18662. } else { // 1
  18663. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  18664. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  18665. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18666. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18667. }
  18668. }
  18669. } else {
  18670. skill_nounit_layout[pos].count = 21;
  18671. if( i&2 ) {
  18672. if( i&4 ) { // 6
  18673. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18674. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18675. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18676. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18677. } else { // 2
  18678. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18679. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18680. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18681. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18682. }
  18683. } else {
  18684. if( i&4 ) { // 4
  18685. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18686. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18687. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18688. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18689. } else { // 0
  18690. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18691. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18692. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18693. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18694. }
  18695. }
  18696. }
  18697. pos++;
  18698. }
  18699. overbrand_brandish_nounit_pos = pos;
  18700. for( i = 0; i < 8; i++ ) {
  18701. if( i&1 ) {
  18702. skill_nounit_layout[pos].count = 74;
  18703. if( i&2 ) {
  18704. if( i&4 ) { // 7
  18705. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18706. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18707. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18708. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18709. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18710. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18711. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18712. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18713. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18714. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18715. } else { // 3
  18716. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18717. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18718. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18719. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18720. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18721. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18722. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18723. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18724. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18725. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18726. }
  18727. } else {
  18728. if( i&4 ) { // 5
  18729. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18730. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18731. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18732. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18733. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18734. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18735. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18736. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18737. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18738. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18739. } else { // 1
  18740. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18741. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18742. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18743. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18744. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18745. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18746. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18747. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18748. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18749. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18750. }
  18751. }
  18752. } else {
  18753. skill_nounit_layout[pos].count = 44;
  18754. if( i&2 ) {
  18755. if( i&4 ) { // 6
  18756. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  18757. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18758. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18759. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18760. } else { // 2
  18761. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  18762. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18763. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18764. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18765. }
  18766. } else {
  18767. if( i&4 ) { // 4
  18768. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18769. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18770. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18771. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18772. } else { // 0
  18773. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18774. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18775. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18776. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18777. }
  18778. }
  18779. }
  18780. pos++;
  18781. }
  18782. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18783. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18784. }
  18785. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18786. int inf3 = 0;
  18787. struct status_change *sc = status_get_sc(bl);
  18788. if( !sc || !bl || !skill_id )
  18789. return 0; // Can do it
  18790. inf3 = skill_get_inf3(skill_id);
  18791. switch (type) {
  18792. case SC_ANKLE:
  18793. if (skill_id == AL_TELEPORT)
  18794. return 1;
  18795. break;
  18796. case SC_STASIS:
  18797. if (bl->type == BL_PC && !(inf3&INF3_STASIS_BL))
  18798. return 1; // Can't do it.
  18799. break;
  18800. case SC_KAGEHUMI:
  18801. if( inf3&INF3_KAGEHUMI_BL)
  18802. return 1;
  18803. case SC_BITE:
  18804. if (inf3&INF3_BITE_BLOCK)
  18805. return 1;
  18806. break;
  18807. }
  18808. return 0;
  18809. }
  18810. /* Determines whether a skill is currently active or not
  18811. * Used for purposes of cancelling SP usage when disabling a skill
  18812. */
  18813. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18814. {
  18815. switch( skill_id ) { //HP & SP Consumption Check
  18816. case BS_MAXIMIZE:
  18817. case NV_TRICKDEAD:
  18818. case TF_HIDING:
  18819. case AS_CLOAKING:
  18820. case GC_CLOAKINGEXCEED:
  18821. case ST_CHASEWALK:
  18822. case CR_DEFENDER:
  18823. case CR_SHRINK:
  18824. case CR_AUTOGUARD:
  18825. case ML_DEFENDER:
  18826. case ML_AUTOGUARD:
  18827. case PA_GOSPEL:
  18828. case GS_GATLINGFEVER:
  18829. case TK_READYCOUNTER:
  18830. case TK_READYDOWN:
  18831. case TK_READYSTORM:
  18832. case TK_READYTURN:
  18833. case TK_RUN:
  18834. case SG_FUSION:
  18835. case KO_YAMIKUMO:
  18836. case RA_WUGDASH:
  18837. case RA_CAMOUFLAGE:
  18838. if( sc->data[status_skill2sc(skill_id)] )
  18839. return 1;
  18840. break;
  18841. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18842. case NC_NEUTRALBARRIER:
  18843. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18844. return 1;
  18845. break;
  18846. case NC_STEALTHFIELD:
  18847. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18848. return 1;
  18849. break;
  18850. }
  18851. return 0;
  18852. }
  18853. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18854. int type = 0;
  18855. switch( skill_id ) {
  18856. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18857. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18858. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18859. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18860. }
  18861. type += skill_lv - 1;
  18862. return type;
  18863. }
  18864. /**
  18865. * Check before do `unit_movepos` call
  18866. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  18867. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  18868. **/
  18869. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  18870. struct status_change *sc;
  18871. nullpo_retr(false, bl);
  18872. if (check_flag&1 && map[bl->m].flag.battleground)
  18873. return false;
  18874. if (check_flag&2 && map_flag_gvg(bl->m))
  18875. return false;
  18876. if (check_flag&4 && map_flag_gvg2(bl->m))
  18877. return false;
  18878. sc = status_get_sc(bl);
  18879. if (sc && sc->data[SC_SV_ROOTTWIST])
  18880. return false;
  18881. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  18882. }
  18883. /*==========================================
  18884. * sub-function of DB reading.
  18885. * skill_db.txt
  18886. *------------------------------------------*/
  18887. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18888. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18889. uint16 skill_id = atoi(split[0]);
  18890. uint16 idx = skill_get_index2(skill_id);
  18891. if (!idx) {
  18892. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18893. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.hpp::MAX_SKILL).\n", MAX_SKILL);
  18894. return false;
  18895. }
  18896. idx = skill_db_create(skill_id);
  18897. }
  18898. skill_split_atoi(split[1],skill_db[idx]->range);
  18899. skill_db[idx]->hit = atoi(split[2]);
  18900. skill_db[idx]->inf = atoi(split[3]);
  18901. skill_split_atoi(split[4],skill_db[idx]->element);
  18902. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18903. skill_split_atoi(split[6],skill_db[idx]->splash);
  18904. skill_db[idx]->max = atoi(split[7]);
  18905. skill_split_atoi(split[8],skill_db[idx]->num);
  18906. if( strcmpi(split[9],"yes") == 0 )
  18907. skill_db[idx]->castcancel = true;
  18908. else
  18909. skill_db[idx]->castcancel = false;
  18910. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18911. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18912. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18913. if( strcmpi(split[13],"weapon") == 0 )
  18914. skill_db[idx]->skill_type = BF_WEAPON;
  18915. else if( strcmpi(split[13],"magic") == 0 )
  18916. skill_db[idx]->skill_type = BF_MAGIC;
  18917. else if( strcmpi(split[13],"misc") == 0 )
  18918. skill_db[idx]->skill_type = BF_MISC;
  18919. else
  18920. skill_db[idx]->skill_type = 0;
  18921. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18922. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18923. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18924. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18925. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18926. return true;
  18927. }
  18928. /**
  18929. * Split string to int by constant value (const.txt) or atoi()
  18930. * @param *str: String input
  18931. * @param *val: Temporary storage
  18932. * @param *delim: Delimiter (for multiple value support)
  18933. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18934. * @param max: Maximum number that can be allocated
  18935. * @return count: Number of success
  18936. */
  18937. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18938. uint8 i = 0;
  18939. char *p = strtok(str, delim);
  18940. while (p != NULL) {
  18941. int n = min_value;
  18942. trim(p);
  18943. if (ISDIGIT(p[0])) // If using numeric
  18944. n = atoi(p);
  18945. else if (!script_get_constant(p, &n)) { // If using constant value
  18946. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18947. p = strtok(NULL, delim);
  18948. continue;
  18949. }
  18950. if (n > min_value) {
  18951. val[i] = n;
  18952. i++;
  18953. if (i >= max)
  18954. break;
  18955. }
  18956. p = strtok(NULL, delim);
  18957. }
  18958. return i;
  18959. }
  18960. /// Clear status data from skill requirement
  18961. static void skill_destroy_requirement(uint16 idx) {
  18962. if (skill_db[idx]->require.status_count)
  18963. aFree(skill_db[idx]->require.status);
  18964. skill_db[idx]->require.status = NULL;
  18965. skill_db[idx]->require.status_count = 0;
  18966. if (skill_db[idx]->require.eqItem_count)
  18967. aFree(skill_db[idx]->require.eqItem);
  18968. skill_db[idx]->require.eqItem = NULL;
  18969. skill_db[idx]->require.eqItem_count = 0;
  18970. }
  18971. /**
  18972. * Read skill requirement from skill_require_db.txt
  18973. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
  18974. */
  18975. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18976. {
  18977. char* p;
  18978. uint16 idx, i;
  18979. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18980. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18981. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18982. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18983. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18984. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18985. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18986. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18987. p = split[7];
  18988. while (p) {
  18989. int l = atoi(p);
  18990. if( l == 99 ) { // Any weapon
  18991. skill_db[idx]->require.weapon = 0;
  18992. break;
  18993. } else
  18994. skill_db[idx]->require.weapon |= 1<<l;
  18995. p = strchr(p,':');
  18996. if(!p)
  18997. break;
  18998. p++;
  18999. }
  19000. //Ammo type that required, see doc/item_db for ammo types (View column)
  19001. p = split[8];
  19002. while (p) {
  19003. int l = atoi(p);
  19004. if( l == 99 ) { // Any ammo type
  19005. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  19006. break;
  19007. } else if( l ) // 0 stands for no requirement
  19008. skill_db[idx]->require.ammo |= 1<<l;
  19009. p = strchr(p,':');
  19010. if( !p )
  19011. break;
  19012. p++;
  19013. }
  19014. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  19015. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  19016. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  19017. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  19018. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  19019. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  19020. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  19021. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  19022. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  19023. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  19024. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  19025. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  19026. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  19027. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  19028. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  19029. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  19030. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  19031. //Status requirements
  19032. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  19033. trim(split[11]);
  19034. if (split[11][0] != '\0' || atoi(split[11])) {
  19035. int require[MAX_SKILL_STATUS_REQUIRE];
  19036. if( skill_db[idx]->require.status_count > 0 ){
  19037. aFree(skill_db[idx]->require.status);
  19038. }
  19039. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  19040. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  19041. for (i = 0; i < skill_db[idx]->require.status_count; i++){
  19042. //todo add a check if possible here
  19043. skill_db[idx]->require.status[i] = (sc_type)require[i];
  19044. }
  19045. }
  19046. }
  19047. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  19048. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  19049. uint16 itemid = atoi(split[13 + 2 * i]);
  19050. if (itemid > 0 && !itemdb_exists(itemid) ) {
  19051. ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0]));
  19052. return false;
  19053. }
  19054. skill_db[idx]->require.itemid[i] = itemid;
  19055. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  19056. }
  19057. //Equipped Item requirements.
  19058. trim(split[33]);
  19059. if (split[33][0] != '\0' || atoi(split[33])) {
  19060. int require[MAX_SKILL_EQUIP_REQUIRE];
  19061. if( skill_db[idx]->require.eqItem_count > 0 ){
  19062. aFree(skill_db[idx]->require.eqItem);
  19063. }
  19064. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  19065. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  19066. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){
  19067. if (require[i] > 0 && !itemdb_exists(require[i])) {
  19068. ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0]));
  19069. aFree(skill_db[idx]->require.eqItem); //don't need to retain this
  19070. skill_db[idx]->require.eqItem_count = 0;
  19071. return false;
  19072. }
  19073. skill_db[idx]->require.eqItem[i] = require[i];
  19074. }
  19075. }
  19076. }
  19077. return true;
  19078. }
  19079. /** Reads skill cast db
  19080. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  19081. */
  19082. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  19083. {
  19084. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19085. skill_split_atoi(split[1],skill_db[idx]->cast);
  19086. skill_split_atoi(split[2],skill_db[idx]->delay);
  19087. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  19088. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  19089. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  19090. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  19091. #ifdef RENEWAL_CAST
  19092. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  19093. #endif
  19094. return true;
  19095. }
  19096. /** Reads skill cast no dex db
  19097. * Structure: SkillID,Cast,Delay (optional)
  19098. */
  19099. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  19100. {
  19101. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19102. skill_db[idx]->castnodex = atoi(split[1]);
  19103. if( split[2] ) // optional column
  19104. skill_db[idx]->delaynodex = atoi(split[2]);
  19105. return true;
  19106. }
  19107. /** Reads skill no cast db
  19108. * Structure: SkillID,Flag
  19109. */
  19110. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  19111. {
  19112. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19113. skill_db[idx]->nocast |= atoi(split[1]);
  19114. return true;
  19115. }
  19116. /** Reads skill unit db
  19117. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  19118. */
  19119. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  19120. {
  19121. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19122. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  19123. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  19124. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  19125. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  19126. skill_db[idx]->unit_interval = atoi(split[5]);
  19127. trim(split[6]);
  19128. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  19129. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  19130. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  19131. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  19132. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  19133. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  19134. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  19135. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  19136. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  19137. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  19138. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  19139. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  19140. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  19141. skill_db[idx]->unit_target = BCT_NOENEMY;
  19142. //By default, target just characters.
  19143. skill_db[idx]->unit_target |= BL_CHAR;
  19144. if (skill_db[idx]->unit_flag&UF_NOPC)
  19145. skill_db[idx]->unit_target &= ~BL_PC;
  19146. if (skill_db[idx]->unit_flag&UF_NOMOB)
  19147. skill_db[idx]->unit_target &= ~BL_MOB;
  19148. if (skill_db[idx]->unit_flag&UF_SKILL)
  19149. skill_db[idx]->unit_target |= BL_SKILL;
  19150. return true;
  19151. }
  19152. /** Reads Produce db
  19153. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  19154. */
  19155. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  19156. {
  19157. unsigned short x, y;
  19158. unsigned short id = atoi(split[0]);
  19159. unsigned short nameid = 0;
  19160. bool found = false;
  19161. if (id >= ARRAYLENGTH(skill_produce_db)) {
  19162. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  19163. return false;
  19164. }
  19165. // Clear previous data, for importing support
  19166. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  19167. // Import just for clearing/disabling from original data
  19168. if (!(nameid = atoi(split[1]))) {
  19169. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  19170. return true;
  19171. }
  19172. if (!itemdb_exists(nameid)) {
  19173. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  19174. return false;
  19175. }
  19176. skill_produce_db[id].nameid = nameid;
  19177. skill_produce_db[id].itemlv = atoi(split[2]);
  19178. skill_produce_db[id].req_skill = atoi(split[3]);
  19179. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  19180. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  19181. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  19182. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  19183. }
  19184. if (!found)
  19185. skill_produce_count++;
  19186. return true;
  19187. }
  19188. /** Reads create arrow db
  19189. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  19190. */
  19191. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  19192. {
  19193. unsigned short x, y, i, material_id = atoi(split[0]);
  19194. if (!(itemdb_exists(material_id))) {
  19195. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  19196. return false;
  19197. }
  19198. //search if we override something, (if not i=last idx)
  19199. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  19200. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  19201. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  19202. return false;
  19203. }
  19204. // Import just for clearing/disabling from original data
  19205. if (atoi(split[1]) == 0) {
  19206. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  19207. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  19208. return true;
  19209. }
  19210. skill_arrow_db[i].nameid = material_id;
  19211. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  19212. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  19213. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  19214. }
  19215. if (i == skill_arrow_count)
  19216. skill_arrow_count++;
  19217. return true;
  19218. }
  19219. /** Reads Spell book db
  19220. * Structure: SkillID,PreservePoints,RequiredBook
  19221. */
  19222. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  19223. {
  19224. unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]);
  19225. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  19226. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  19227. if (!skill_get_inf(skill_id))
  19228. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19229. else {
  19230. unsigned short i;
  19231. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  19232. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  19233. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  19234. return false;
  19235. }
  19236. // Import just for clearing/disabling from original data
  19237. if (points == 0) {
  19238. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  19239. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  19240. return true;
  19241. }
  19242. skill_spellbook_db[i].skill_id = skill_id;
  19243. skill_spellbook_db[i].point = points;
  19244. skill_spellbook_db[i].nameid = nameid;
  19245. if (i == skill_spellbook_count)
  19246. skill_spellbook_count++;
  19247. return true;
  19248. }
  19249. return false;
  19250. }
  19251. /** Reads improvise db
  19252. * Structure: SkillID,Rate
  19253. */
  19254. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  19255. {
  19256. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  19257. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  19258. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  19259. return false;
  19260. }
  19261. if ( !skill_get_inf(skill_id) ) {
  19262. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19263. return false;
  19264. }
  19265. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  19266. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  19267. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  19268. return false;
  19269. }
  19270. // Import just for clearing/disabling from original data
  19271. if (per == 0) {
  19272. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  19273. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  19274. return true;
  19275. }
  19276. skill_improvise_db[i].skill_id = skill_id;
  19277. skill_improvise_db[i].per = per; // Still need confirm it.
  19278. if (i == skill_improvise_count)
  19279. skill_improvise_count++;
  19280. return true;
  19281. }
  19282. /** Reads Magic mushroom db
  19283. * Structure: SkillID
  19284. */
  19285. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  19286. {
  19287. unsigned short i, skill_id = atoi(split[0]);
  19288. bool rem = (atoi(split[1]) == 1 ? true : false);
  19289. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19290. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  19291. return false;
  19292. }
  19293. if (!skill_get_inf(skill_id)) {
  19294. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19295. return false;
  19296. }
  19297. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  19298. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  19299. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  19300. return false;
  19301. }
  19302. // Import just for clearing/disabling from original data
  19303. if (rem) {
  19304. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  19305. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  19306. return true;
  19307. }
  19308. skill_magicmushroom_db[i].skill_id = skill_id;
  19309. if (i == skill_magicmushroom_count)
  19310. skill_magicmushroom_count++;
  19311. return true;
  19312. }
  19313. /** Reads db of copyable skill
  19314. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  19315. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  19316. */
  19317. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  19318. {
  19319. int16 id = 0;
  19320. uint8 option = 0;
  19321. trim(split[0]);
  19322. if (ISDIGIT(split[0][0]))
  19323. id = atoi(split[0]);
  19324. else
  19325. id = skill_name2id(split[0]);
  19326. id = skill_db_isset(id, __FUNCTION__);
  19327. if ((option = atoi(split[1])) > 3) {
  19328. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  19329. return false;
  19330. }
  19331. // Import just for clearing/disabling from original data
  19332. if (option == 0) {
  19333. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  19334. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  19335. return true;
  19336. }
  19337. skill_db[id]->copyable.option = option;
  19338. skill_db[id]->copyable.joballowed = 63;
  19339. if (atoi(split[2]))
  19340. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  19341. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  19342. return true;
  19343. }
  19344. /** Reads additional range for distance checking from NPC [Cydh]
  19345. * Structure: SkillName,AdditionalRange{,NPC Type}
  19346. * SkillID,AdditionalRange{,NPC Type}
  19347. */
  19348. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  19349. {
  19350. uint16 id = 0;
  19351. trim(split[0]);
  19352. if (ISDIGIT(split[0][0]))
  19353. id = atoi(split[0]);
  19354. else
  19355. id = skill_name2id(split[0]);
  19356. id = skill_db_isset(id, __FUNCTION__);
  19357. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  19358. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  19359. return true;
  19360. }
  19361. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  19362. * Structure: SkillID,DummyName,RatePerLvl
  19363. */
  19364. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  19365. {
  19366. unsigned short i, skill_id = atoi(split[0]);
  19367. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19368. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  19369. return false;
  19370. }
  19371. if (!skill_get_inf(skill_id)) {
  19372. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19373. return false;
  19374. }
  19375. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  19376. if (i >= ARRAYLENGTH(skill_abra_db)) {
  19377. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  19378. return false;
  19379. }
  19380. // Import just for clearing/disabling from original data
  19381. if (strcmp(split[1],"clear") == 0) {
  19382. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  19383. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  19384. return true;
  19385. }
  19386. skill_abra_db[i].skill_id = skill_id;
  19387. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  19388. skill_split_atoi(split[2],skill_abra_db[i].per);
  19389. if (i == skill_abra_count)
  19390. skill_abra_count++;
  19391. return true;
  19392. }
  19393. /** Reads change material db
  19394. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  19395. */
  19396. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  19397. {
  19398. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  19399. short rate = atoi(split[2]);
  19400. bool found = false;
  19401. int x, y;
  19402. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  19403. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  19404. return false;
  19405. }
  19406. // Clear previous data, for importing support
  19407. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  19408. found = true;
  19409. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19410. }
  19411. // Import just for clearing/disabling from original data
  19412. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  19413. if (nameid == 0) {
  19414. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19415. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  19416. return true;
  19417. }
  19418. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  19419. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  19420. if (skill_produce_db[x].nameid == nameid)
  19421. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  19422. break;
  19423. }
  19424. if (x >= MAX_SKILL_PRODUCE_DB) {
  19425. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  19426. return false;
  19427. }
  19428. skill_changematerial_db[id].nameid = nameid;
  19429. skill_changematerial_db[id].rate = rate;
  19430. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  19431. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  19432. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  19433. }
  19434. if (!found)
  19435. skill_changematerial_count++;
  19436. return true;
  19437. }
  19438. #ifdef ADJUST_SKILL_DAMAGE
  19439. /**
  19440. * Reads skill damage adjustment
  19441. * @author [Lilith]
  19442. */
  19443. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  19444. {
  19445. uint16 id = 0;
  19446. trim(split[0]);
  19447. if (ISDIGIT(split[0][0]))
  19448. id = atoi(split[0]);
  19449. else
  19450. id = skill_name2id(split[0]);
  19451. id = skill_db_isset(id, __FUNCTION__);
  19452. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  19453. skill_db[id]->damage.caster |= atoi(split[1]);
  19454. skill_db[id]->damage.map |= atoi(split[2]);
  19455. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  19456. if (split[3])
  19457. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  19458. if (split[4])
  19459. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  19460. if (split[5])
  19461. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  19462. return true;
  19463. }
  19464. #endif
  19465. /**
  19466. * Init dummy skill db also init Skill DB allocation
  19467. * @param skill_id
  19468. * @return Skill Index
  19469. **/
  19470. static uint16 skill_db_create(uint16 skill_id) {
  19471. if (skill_num >= MAX_SKILL) {
  19472. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.hpp\n", MAX_SKILL);
  19473. return 0;
  19474. }
  19475. if (!skill_num)
  19476. CREATE(skill_db, struct s_skill_db *, 1);
  19477. else
  19478. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  19479. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  19480. if (skill_id > 0) {
  19481. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  19482. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  19483. }
  19484. skill_db[skill_num]->nameid = skill_id;
  19485. skilldb_id2idx[skill_id] = skill_num;
  19486. return skill_next_idx();
  19487. }
  19488. static void skill_db_destroy(void) {
  19489. uint16 i;
  19490. for (i = 0; i < SKILL_MAX_DB(); i++) {
  19491. if (skill_db[i]) {
  19492. skill_destroy_requirement(i);
  19493. aFree(skill_db[i]);
  19494. }
  19495. skill_db[i] = NULL;
  19496. }
  19497. skill_num = 0;
  19498. aFree(skill_db);
  19499. skill_db = NULL;
  19500. }
  19501. /*===============================
  19502. * DB reading.
  19503. * skill_db.txt
  19504. * skill_require_db.txt
  19505. * skill_cast_db.txt
  19506. * skill_castnodex_db.txt
  19507. * skill_nocast_db.txt
  19508. * skill_unit_db.txt
  19509. * produce_db.txt
  19510. * create_arrow_db.txt
  19511. * abra_db.txt
  19512. *------------------------------*/
  19513. static void skill_readdb(void)
  19514. {
  19515. int i;
  19516. const char* dbsubpath[] = {
  19517. "",
  19518. "/" DBIMPORT,
  19519. //add other path here
  19520. };
  19521. db_clear(skilldb_name2id);
  19522. for(i = 0; i < (UINT16_MAX+1); i++)
  19523. skilldb_id2idx[i] = 0;
  19524. skill_db_destroy();
  19525. skill_db_create(0);
  19526. memset(skill_produce_db,0,sizeof(skill_produce_db));
  19527. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  19528. memset(skill_abra_db,0,sizeof(skill_abra_db));
  19529. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  19530. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  19531. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  19532. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  19533. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  19534. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  19535. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  19536. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  19537. char* dbsubpath1 = (char*)aMalloc(n1+1);
  19538. char* dbsubpath2 = (char*)aMalloc(n2+1);
  19539. if (i == 0) {
  19540. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19541. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  19542. } else {
  19543. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19544. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  19545. }
  19546. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i > 0);
  19547. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i > 0);
  19548. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i > 0);
  19549. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i > 0);
  19550. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i > 0);
  19551. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  19552. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  19553. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i > 0);
  19554. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i > 0);
  19555. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i > 0);
  19556. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i > 0);
  19557. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i > 0);
  19558. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i > 0);
  19559. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  19560. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i > 0);
  19561. #ifdef ADJUST_SKILL_DAMAGE
  19562. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i > 0);
  19563. #endif
  19564. aFree(dbsubpath1);
  19565. aFree(dbsubpath2);
  19566. }
  19567. skill_init_unit_layout();
  19568. skill_init_nounit_layout();
  19569. }
  19570. void skill_reload (void) {
  19571. struct s_mapiterator *iter;
  19572. struct map_session_data *sd;
  19573. skill_readdb();
  19574. initChangeTables(); // Re-init Status Change tables
  19575. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  19576. iter = mapit_getallusers();
  19577. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  19578. pc_validate_skill(sd);
  19579. clif_skillinfoblock(sd);
  19580. }
  19581. mapit_free(iter);
  19582. }
  19583. /*==========================================
  19584. *
  19585. *------------------------------------------*/
  19586. void do_init_skill(void)
  19587. {
  19588. skilldb_name2id = strdb_alloc((enum DBOptions)(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA), 0);
  19589. skill_readdb();
  19590. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  19591. skillunit_db = idb_alloc(DB_OPT_BASE);
  19592. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  19593. bowling_db = idb_alloc(DB_OPT_BASE);
  19594. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.cpp::skill_unit_ers",ERS_CACHE_OPTIONS);
  19595. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  19596. ers_chunk_size(skill_unit_ers, 150);
  19597. ers_chunk_size(skill_timer_ers, 150);
  19598. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  19599. add_timer_func_list(skill_castend_id,"skill_castend_id");
  19600. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  19601. add_timer_func_list(skill_timerskill,"skill_timerskill");
  19602. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  19603. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  19604. }
  19605. void do_final_skill(void)
  19606. {
  19607. db_destroy(skilldb_name2id);
  19608. db_destroy(skillunit_group_db);
  19609. db_destroy(skillunit_db);
  19610. db_destroy(skillusave_db);
  19611. db_destroy(bowling_db);
  19612. skill_db_destroy();
  19613. ers_destroy(skill_unit_ers);
  19614. ers_destroy(skill_timer_ers);
  19615. }