skill.c 704 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. #define TIMERSKILL_INTERVAL 150
  42. // ranges reserved for mapping skill ids to skilldb offsets
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  45. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  46. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  50. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  51. #if GD_SKILLRANGEMAX > 999
  52. #error GD_SKILLRANGEMAX is greater than 999
  53. #endif
  54. static DBMap *skilldb_id2idx; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id)
  55. struct s_skill_db **skill_db; /// Skill DB
  56. static uint16 skill_num; /// Skill count, also as last index
  57. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  58. static uint16 skill_db_create(uint16 skill_id);
  59. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  60. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  61. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  62. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  63. /**
  64. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  65. */
  66. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  67. struct skill_usave {
  68. uint16 skill_id, skill_lv;
  69. };
  70. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  71. static unsigned short skill_produce_count;
  72. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  73. static unsigned short skill_arrow_count;
  74. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  75. unsigned short skill_abra_count;
  76. struct s_skill_improvise_db {
  77. uint16 skill_id;
  78. unsigned short per;//1-10000
  79. };
  80. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  81. static unsigned short skill_improvise_count;
  82. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  83. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  84. struct s_skill_changematerial_db {
  85. unsigned short nameid;
  86. unsigned short rate;
  87. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  88. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  89. };
  90. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  91. static unsigned short skill_changematerial_count;
  92. //Warlock
  93. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  94. unsigned short skill_spellbook_count;
  95. //Guillotine Cross
  96. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  97. unsigned short skill_magicmushroom_count;
  98. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  99. int firewall_unit_pos;
  100. int icewall_unit_pos;
  101. int earthstrain_unit_pos;
  102. int firerain_unit_pos;
  103. int wallofthorn_unit_pos;
  104. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  105. int overbrand_nounit_pos;
  106. int overbrand_brandish_nounit_pos;
  107. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  108. //Early declaration
  109. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  110. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  111. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  112. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  113. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  114. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  115. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  116. // Since only mob-casted splash skills can hit ice-walls
  117. static inline int splash_target(struct block_list* bl) {
  118. #ifndef RENEWAL
  119. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  120. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  121. return BL_SKILL|BL_CHAR;
  122. #endif
  123. }
  124. uint16 SKILL_MAX_DB(void) {
  125. return skill_num;
  126. }
  127. /**
  128. * Get skill id from name
  129. * @param name
  130. * @return Skill ID of the skill, or 0 if not found.
  131. **/
  132. int skill_name2id(const char* name) {
  133. if( name == NULL )
  134. return 0;
  135. return strdb_iget(skilldb_name2id, name);
  136. }
  137. /**
  138. * Get Skill ID from Skill Index
  139. * @param idx
  140. * @return Skill ID or 0 if not found
  141. **/
  142. uint16 skill_idx2id(uint16 idx) {
  143. if (idx < SKILL_MAX_DB() && skill_db[idx])
  144. return skill_db[idx]->nameid;
  145. return 0;
  146. }
  147. /**
  148. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  149. * @param skill_id
  150. * @param silent If Skill is undefined, show error message!
  151. * @return Skill Index or 0 if not found/unset
  152. **/
  153. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  154. uint16 idx = (uint16)uidb_iget(skilldb_id2idx, skill_id);
  155. if (!idx && skill_id != 0 && !silent)
  156. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  157. return idx;
  158. }
  159. /**
  160. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  161. * @param skill_id
  162. * @return Skill index
  163. **/
  164. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  165. uint16 idx = skill_get_index2(skill_id);
  166. if (idx || idx == skill_id)
  167. return idx;
  168. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  169. idx = skill_db_create(skill_id);
  170. return idx;
  171. }
  172. /**
  173. * Get Skill name
  174. * @param skill_id
  175. * @return AEGIS Skill name
  176. **/
  177. const char* skill_get_name( uint16 skill_id ) {
  178. return skill_db[skill_get_index(skill_id)]->name;
  179. }
  180. /**
  181. * Get Skill name
  182. * @param skill_id
  183. * @return English Skill name
  184. **/
  185. const char* skill_get_desc( uint16 skill_id ) {
  186. return skill_db[skill_get_index(skill_id)]->desc;
  187. }
  188. /// out of bounds error checking [celest]
  189. static void skill_chk(uint16 *skill_id) {
  190. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  191. }
  192. /// checks/adjusts index. make sure we don't use negative index
  193. static void skill_chk2(int *idx) {
  194. if (*idx < 0) *idx = 0;
  195. }
  196. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  197. #define skill_get2(id, lv, arrvar) do {\
  198. int idx;\
  199. skill_chk(&(id));\
  200. if (!(id))\
  201. return 0;\
  202. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  203. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1) {\
  204. int lv__ = (lv);\
  205. (lv) = skill_db[(id)]->max-1;\
  206. return ((arrvar)[(lv)] + ((lv__-(lv))/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. int skill_get_hit( uint16 skill_id ) { skill_get (skill_id, 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].id == 0 || skill_tree[b_class][i].id == skill_id );
  273. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  274. return skill_tree[b_class][i].max;
  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) {
  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. inf3 = skill_get_inf3(skill_id);
  317. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  318. if( bl->type == BL_PC ) {
  319. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  320. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  321. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  322. } else
  323. range += battle_config.mob_eye_range_bonus;
  324. }
  325. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  326. if( bl->type == BL_PC ) {
  327. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  328. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  329. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  330. }
  331. }
  332. if( !range && bl->type != BL_PC )
  333. return 9; // Enable non players to use self skills on others. [Skotlex]
  334. return range;
  335. }
  336. /** Copy Referral: dummy skills should point to their source.
  337. * @param skill_id Dummy skill ID
  338. * @return Real skill id if found
  339. **/
  340. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  341. switch (skill_id) {
  342. case AB_DUPLELIGHT_MELEE:
  343. case AB_DUPLELIGHT_MAGIC:
  344. return AB_DUPLELIGHT;
  345. case WL_CHAINLIGHTNING_ATK:
  346. return WL_CHAINLIGHTNING;
  347. case WL_TETRAVORTEX_FIRE:
  348. case WL_TETRAVORTEX_WATER:
  349. case WL_TETRAVORTEX_WIND:
  350. case WL_TETRAVORTEX_GROUND:
  351. return WL_TETRAVORTEX;
  352. case WL_SUMMON_ATK_FIRE:
  353. return WL_SUMMONFB;
  354. case WL_SUMMON_ATK_WIND:
  355. return WL_SUMMONBL;
  356. case WL_SUMMON_ATK_WATER:
  357. return WL_SUMMONWB;
  358. case WL_SUMMON_ATK_GROUND:
  359. return WL_SUMMONSTONE;
  360. case LG_OVERBRAND_BRANDISH:
  361. case LG_OVERBRAND_PLUSATK:
  362. return LG_OVERBRAND;
  363. case WM_REVERBERATION_MELEE:
  364. case WM_REVERBERATION_MAGIC:
  365. return WM_REVERBERATION;
  366. case WM_SEVERE_RAINSTORM_MELEE:
  367. return WM_SEVERE_RAINSTORM;
  368. case GN_CRAZYWEED_ATK:
  369. return GN_CRAZYWEED;
  370. case GN_HELLS_PLANT_ATK:
  371. return GN_HELLS_PLANT;
  372. case GN_SLINGITEM_RANGEMELEEATK:
  373. return GN_SLINGITEM;
  374. case SR_FLASHCOMBO_ATK_STEP1:
  375. return SR_DRAGONCOMBO;
  376. case SR_FLASHCOMBO_ATK_STEP2:
  377. return SR_FALLENEMPIRE;
  378. case SR_FLASHCOMBO_ATK_STEP3:
  379. return SR_TIGERCANNON;
  380. case SR_FLASHCOMBO_ATK_STEP4:
  381. return SR_SKYNETBLOW;
  382. case RL_R_TRIP_PLUSATK:
  383. return RL_R_TRIP;
  384. }
  385. return skill_id;
  386. }
  387. /**
  388. * Calculates heal value of skill's effect
  389. * @param src
  390. * @param target
  391. * @param skill_id
  392. * @param skill_lv
  393. * @param heal
  394. * @return modified heal value
  395. */
  396. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  397. int skill, hp = 0;
  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 + 5 * (status_get_vit(src) / 10); // HP recovery
  407. #else
  408. hp = 30 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // 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_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd,AL_HEAL) : 1) * 8));
  421. hp = (hp * (17 + 3 * skill_lv)) / 10;
  422. break;
  423. default:
  424. if (skill_lv >= battle_config.max_heal_lv)
  425. return battle_config.max_heal;
  426. #ifdef RENEWAL
  427. /**
  428. * Renewal Heal Formula
  429. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  430. */
  431. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  432. #else
  433. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  434. #endif
  435. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  436. hp += hp * skill * 2 / 100;
  437. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  438. hp += hp * skill * 2 / 100;
  439. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  440. hp *= 2;
  441. break;
  442. }
  443. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  444. hp >>= 1;
  445. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  446. hp += hp * skill / 100;
  447. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  448. hp += hp * skill / 100;
  449. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  450. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  451. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  452. if (tsc && tsc->count) {
  453. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  454. if (tsc->data[SC_INCHEALRATE])
  455. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  456. if (tsc->data[SC_EXTRACT_WHITE_POTION_Z])
  457. hp += hp * tsc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
  458. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  459. hp += hp / 10;
  460. }
  461. if (heal) {
  462. uint8 penalty = 0;
  463. if (tsc->data[SC_CRITICALWOUND])
  464. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  465. if (tsc->data[SC_DEATHHURT])
  466. penalty += 20;
  467. if (tsc->data[SC_NORECOVER_STATE])
  468. penalty = 100;
  469. if (penalty > 0)
  470. hp -= hp * penalty / 100;
  471. }
  472. }
  473. #ifdef RENEWAL
  474. // MATK part of the RE heal formula [malufett]
  475. // Note: in this part matk bonuses from items or skills are not applied
  476. switch( skill_id ) {
  477. case BA_APPLEIDUN:
  478. case PR_SANCTUARY:
  479. case NPC_EVILLAND:
  480. break;
  481. default:
  482. {
  483. struct status_data *status = status_get_status_data(src);
  484. int min, max;
  485. min = max = status_base_matk(src, status, status_get_lv(src));
  486. if( status->rhw.matk > 0 ){
  487. int wMatk, variance;
  488. wMatk = status->rhw.matk;
  489. variance = wMatk * status->rhw.wlv / 10;
  490. min += wMatk - variance;
  491. max += wMatk + variance;
  492. }
  493. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  494. min = max;
  495. if( sd && sd->right_weapon.overrefine > 0 ){
  496. min++;
  497. max += sd->right_weapon.overrefine - 1;
  498. }
  499. if(max > min)
  500. hp += min+rnd()%(max-min);
  501. else
  502. hp += min;
  503. }
  504. }
  505. #endif
  506. return hp;
  507. }
  508. /**
  509. * Making Plagiarism and Reproduce check their own function
  510. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  511. * @param sd: Player who will copy the skill
  512. * @param skill_id: Target skill
  513. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  514. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  515. */
  516. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  517. // Only copy skill that player doesn't have or the skill is old clone
  518. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  519. return 0;
  520. // Check if the skill is copyable by class
  521. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  522. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  523. while (1) {
  524. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  525. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  526. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  527. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  528. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  529. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  530. return 0;
  531. }
  532. }
  533. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  534. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  535. return 1;
  536. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  537. 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)
  538. return 2;
  539. return 0;
  540. }
  541. /**
  542. * Check if the skill is ok to cast and when.
  543. * Done before check_condition_begin, requirement
  544. * @param skill_id: Skill ID that casted
  545. * @param sd: Player who casted
  546. * @return true: Skill cannot be used, false: otherwise
  547. * @author [MouseJstr]
  548. */
  549. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  550. {
  551. int16 idx,m;
  552. nullpo_retr(1,sd);
  553. m = sd->bl.m;
  554. idx = skill_get_index(skill_id);
  555. if (idx == 0)
  556. return true; // invalid skill id
  557. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  558. return false; // can do any damn thing they want
  559. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  560. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  561. if (map[m].flag.noskill)
  562. return true;
  563. // Epoque:
  564. // This code will compare the player's attack motion value which is influenced by ASPD before
  565. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  566. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  567. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  568. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  569. {// attempted to cast a skill before the attack motion has finished
  570. return true;
  571. }
  572. if (skill_blockpc_get(sd, skill_id) != -1){
  573. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  574. return true;
  575. }
  576. /**
  577. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  578. * 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
  579. */
  580. if( sd->skillitem == skill_id )
  581. return false;
  582. // Check skill restrictions [Celest]
  583. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  584. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  585. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  586. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  587. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  588. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  589. return true;
  590. }
  591. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  592. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  593. switch (skill_id) {
  594. case AL_WARP:
  595. case RETURN_TO_ELDICASTES:
  596. case ALL_GUARDIAN_RECALL:
  597. case ECLAGE_RECALL:
  598. if(map[m].flag.nowarp) {
  599. clif_skill_teleportmessage(sd,0);
  600. return true;
  601. }
  602. return false;
  603. case AL_TELEPORT:
  604. case SC_FATALMENACE:
  605. case SC_DIMENSIONDOOR:
  606. case ALL_ODINS_RECALL:
  607. if(map[m].flag.noteleport) {
  608. clif_skill_teleportmessage(sd,0);
  609. return true;
  610. }
  611. return false; // gonna be checked in 'skill_castend_nodamage_id'
  612. case WE_CALLPARTNER:
  613. case WE_CALLPARENT:
  614. case WE_CALLBABY:
  615. if (map[m].flag.nomemo) {
  616. clif_skill_teleportmessage(sd,1);
  617. return true;
  618. }
  619. break;
  620. case MC_VENDING:
  621. case ALL_BUYING_STORE:
  622. if( map[sd->bl.m].flag.novending ) {
  623. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  624. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  625. return true;
  626. }
  627. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  628. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  629. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  630. return true;
  631. }
  632. if( npc_isnear(&sd->bl) ) {
  633. // uncomment to send msg_txt.
  634. //char output[150];
  635. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  636. //clif_displaymessage(sd->fd, output);
  637. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  638. return true;
  639. }
  640. case MC_IDENTIFY:
  641. return false; // always allowed
  642. case WZ_ICEWALL:
  643. // noicewall flag [Valaris]
  644. if (map[m].flag.noicewall) {
  645. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  646. return true;
  647. }
  648. break;
  649. case GC_DARKILLUSION:
  650. if( map_flag_gvg(m) ) {
  651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  652. return true;
  653. }
  654. break;
  655. case GD_EMERGENCYCALL:
  656. case GD_ITEMEMERGENCYCALL:
  657. if (
  658. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  659. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  660. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  661. ) {
  662. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  663. return true;
  664. }
  665. break;
  666. case WM_SIRCLEOFNATURE:
  667. case WM_SOUND_OF_DESTRUCTION:
  668. case WM_LULLABY_DEEPSLEEP:
  669. case WM_SATURDAY_NIGHT_FEVER:
  670. if( !map_flag_vs(m) ) {
  671. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  672. return true;
  673. }
  674. break;
  675. }
  676. return false;
  677. }
  678. /**
  679. * Check if the homunculus skill is ok to be processed
  680. * After checking from Homunculus side, also check the master condition
  681. * @param skill_id: Skill ID that casted
  682. * @param hd: Homunculus who casted
  683. * @return true: Skill cannot be used, false: otherwise
  684. */
  685. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  686. {
  687. uint16 idx = skill_get_index(skill_id);
  688. nullpo_retr(1,hd);
  689. if (idx == 0)
  690. return true; // invalid skill id
  691. if (hd->blockskill[idx] > 0)
  692. return true;
  693. switch(skill_id) {
  694. case MH_LIGHT_OF_REGENE: //must be cordial
  695. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  696. if (hd->master)
  697. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  698. return true;
  699. }
  700. break;
  701. case MH_GOLDENE_FERSE: //cant be used with angriff
  702. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  703. break;
  704. case MH_ANGRIFFS_MODUS:
  705. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  706. break;
  707. case MH_TINDER_BREAKER: //must be in grappling mode
  708. if(!&hd->sc
  709. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  710. || !hd->homunculus.spiritball) return true;
  711. break;
  712. case MH_SONIC_CRAW: //must be in fighting mode
  713. if(!&hd->sc
  714. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  715. || !hd->homunculus.spiritball) return true;
  716. break;
  717. case MH_SILVERVEIN_RUSH:
  718. if(!&hd->sc
  719. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  720. || hd->homunculus.spiritball < 2) return true;
  721. break;
  722. case MH_MIDNIGHT_FRENZY:
  723. if(!&hd->sc
  724. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  725. || !hd->homunculus.spiritball) return true;
  726. break;
  727. case MH_CBC:
  728. if(!&hd->sc
  729. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  730. || hd->homunculus.spiritball < 2) return true;
  731. break;
  732. case MH_EQC:
  733. if(!&hd->sc
  734. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  735. || hd->homunculus.spiritball < 3) return true;
  736. break;
  737. }
  738. //Use master's criteria.
  739. return skill_isNotOk(skill_id, hd->master);
  740. }
  741. /**
  742. * Check if the mercenary skill is ok to be processed
  743. * After checking from Homunculus side, also check the master condition
  744. * @param skill_id: Skill ID that casted
  745. * @param md: Mercenary who casted
  746. * @return true: Skill cannot be used, false: otherwise
  747. */
  748. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  749. {
  750. uint16 idx = skill_get_index(skill_id);
  751. nullpo_retr(1, md);
  752. if (!idx)
  753. return true; // Invalid Skill ID
  754. if (md->blockskill[idx] > 0)
  755. return true;
  756. return skill_isNotOk(skill_id, md->master);
  757. }
  758. /**
  759. * Check if the skill can be casted near NPC or not
  760. * @param src Object who casted
  761. * @param skill_id Skill ID that casted
  762. * @param skill_lv Skill Lv
  763. * @param pos_x Position x of the target
  764. * @param pos_y Position y of the target
  765. * @return true: Skill cannot be used, false: otherwise
  766. * @author [Cydh]
  767. */
  768. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  769. int inf;
  770. if (!src || !skill_get_index(skill_id))
  771. return false;
  772. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  773. return false;
  774. inf = skill_get_inf(skill_id);
  775. //if self skill
  776. if (inf&INF_SELF_SKILL) {
  777. pos_x = src->x;
  778. pos_y = src->y;
  779. }
  780. if (pos_x <= 0) pos_x = src->x;
  781. if (pos_y <= 0) pos_y = src->y;
  782. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  783. }
  784. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  785. {
  786. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  787. uint8 dir;
  788. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  789. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  790. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  791. }
  792. nullpo_retr(NULL, src);
  793. //Monsters sometimes deploy more units on level 10
  794. if (src->type == BL_MOB && skill_lv >= 10) {
  795. if (skill_id == WZ_WATERBALL)
  796. pos = 4; //9x9 Area
  797. }
  798. if (pos != -1) // simple single-definition layout
  799. return &skill_unit_layout[pos];
  800. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  801. if (skill_id == MG_FIREWALL)
  802. return &skill_unit_layout [firewall_unit_pos + dir];
  803. else if (skill_id == WZ_ICEWALL)
  804. return &skill_unit_layout [icewall_unit_pos + dir];
  805. else if( skill_id == WL_EARTHSTRAIN )
  806. return &skill_unit_layout [earthstrain_unit_pos + dir];
  807. else if( skill_id == RL_FIRE_RAIN )
  808. return &skill_unit_layout[firerain_unit_pos + dir];
  809. else if( skill_id == GN_WALLOFTHORN )
  810. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  811. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  812. return &skill_unit_layout[0]; // default 1x1 layout
  813. }
  814. 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)
  815. {
  816. if( skill_id == LG_OVERBRAND )
  817. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  818. else if( skill_id == LG_OVERBRAND_BRANDISH )
  819. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  820. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  821. return &skill_nounit_layout[0];
  822. }
  823. /*==========================================
  824. * Add effect to skill when hit succesfully target
  825. *------------------------------------------*/
  826. 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)
  827. {
  828. struct map_session_data *sd, *dstsd;
  829. struct mob_data *md, *dstmd;
  830. struct status_data *sstatus, *tstatus;
  831. struct status_change *sc, *tsc;
  832. enum sc_type status;
  833. int skill;
  834. int rate;
  835. int chorusbonus = 0;
  836. nullpo_ret(src);
  837. nullpo_ret(bl);
  838. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  839. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  840. return 0;
  841. sd = BL_CAST(BL_PC, src);
  842. md = BL_CAST(BL_MOB, src);
  843. dstsd = BL_CAST(BL_PC, bl);
  844. dstmd = BL_CAST(BL_MOB, bl);
  845. sc = status_get_sc(src);
  846. tsc = status_get_sc(bl);
  847. sstatus = status_get_status_data(src);
  848. tstatus = status_get_status_data(bl);
  849. if (!tsc) //skill additional effect is about adding effects to the target...
  850. //So if the target can't be inflicted with statuses, this is pointless.
  851. return 0;
  852. // Minstrel/Wanderer number check for chorus skills.
  853. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  854. if( sd && sd->status.party_id ) {
  855. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  856. if( chorusbonus > 7 )
  857. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  858. else if( chorusbonus > 2 )
  859. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  860. }
  861. if( sd )
  862. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  863. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  864. // Trigger status effects
  865. enum sc_type type;
  866. uint8 i;
  867. unsigned int time = 0;
  868. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  869. rate = sd->addeff[i].rate;
  870. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  871. rate += sd->addeff[i].arrow_rate;
  872. if( !rate )
  873. continue;
  874. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  875. // Trigger has attack type consideration.
  876. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  877. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  878. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) )
  879. ;
  880. else
  881. continue;
  882. }
  883. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  884. // Trigger has range consideration.
  885. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  886. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  887. continue; //Range Failed.
  888. }
  889. type = sd->addeff[i].sc;
  890. time = sd->addeff[i].duration;
  891. if (sd->addeff[i].flag&ATF_TARGET)
  892. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  893. if (sd->addeff[i].flag&ATF_SELF)
  894. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  895. }
  896. }
  897. if( skill_id ) {
  898. // Trigger status effects on skills
  899. enum sc_type type;
  900. uint8 i;
  901. unsigned int time = 0;
  902. for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) {
  903. if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate )
  904. continue;
  905. type = sd->addeff_onskill[i].sc;
  906. time = sd->addeff[i].duration;
  907. if( sd->addeff_onskill[i].target&ATF_TARGET )
  908. status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  909. if( sd->addeff_onskill[i].target&ATF_SELF )
  910. status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  911. }
  912. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  913. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  914. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  915. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  916. clif_emotion(bl,E_OMG);
  917. }
  918. }
  919. }
  920. if( dmg_lv < ATK_DEF ) // no damage, return;
  921. return 0;
  922. switch(skill_id) {
  923. case 0:
  924. { // Normal attacks (no skill used)
  925. if( attack_type&BF_SKILL )
  926. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  927. if(sd) {
  928. // Automatic trigger of Blitz Beat
  929. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  930. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  931. rate=(sd->status.job_level+9)/10;
  932. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  933. }
  934. // Automatic trigger of Warg Strike [Jobbie]
  935. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  936. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  937. // Gank
  938. if(dstmd && sd->status.weapon != W_BOW &&
  939. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  940. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  941. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  942. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  943. else
  944. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  945. }
  946. // Chance to trigger Taekwon kicks [Dralnu]
  947. if(sc && !sc->data[SC_COMBO]) {
  948. if(sc->data[SC_READYSTORM] &&
  949. sc_start4(src,src,SC_COMBO, 15, TK_STORMKICK,
  950. bl->id, 2, 0,
  951. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  952. ; //Stance triggered
  953. else if(sc->data[SC_READYDOWN] &&
  954. sc_start4(src,src,SC_COMBO, 15, TK_DOWNKICK,
  955. bl->id, 2, 0,
  956. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  957. ; //Stance triggered
  958. else if(sc->data[SC_READYTURN] &&
  959. sc_start4(src,src,SC_COMBO, 15, TK_TURNKICK,
  960. bl->id, 2, 0,
  961. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  962. ; //Stance triggered
  963. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  964. rate = 20;
  965. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  966. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  967. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  968. }
  969. sc_start4(src,src, SC_COMBO, rate, TK_COUNTER,
  970. bl->id, 2, 0,
  971. (2000 - 4*sstatus->agi - 2*sstatus->dex))
  972. ; //Stance triggered
  973. }
  974. }
  975. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  976. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  977. }
  978. if (sc) {
  979. struct status_change_entry *sce;
  980. // Enchant Poison gives a chance to poison attacked enemies
  981. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  982. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  983. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  984. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  985. if((sce=sc->data[SC_EDP]))
  986. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  987. skill_get_time2(ASC_EDP,sce->val1));
  988. }
  989. }
  990. break;
  991. case SM_BASH:
  992. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  993. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  994. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  995. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  996. }
  997. break;
  998. case MER_CRASH:
  999. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1000. break;
  1001. case AS_VENOMKNIFE:
  1002. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1003. skill_lv = pc_checkskill(sd, TF_POISON);
  1004. case TF_POISON:
  1005. case AS_SPLASHER:
  1006. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1007. && sd && skill_id==TF_POISON
  1008. )
  1009. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1010. break;
  1011. case AS_SONICBLOW:
  1012. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1013. break;
  1014. case WZ_FIREPILLAR:
  1015. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1016. break;
  1017. case MG_FROSTDIVER:
  1018. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1019. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1020. break;
  1021. case WZ_FROSTNOVA:
  1022. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1023. break;
  1024. case WZ_STORMGUST:
  1025. // Storm Gust counter was dropped in renewal
  1026. #ifdef RENEWAL
  1027. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1028. #else
  1029. //On third hit, there is a 150% to freeze the target
  1030. if(tsc->sg_counter >= 3 &&
  1031. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1032. tsc->sg_counter = 0;
  1033. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1034. else if( tsc->sg_counter > 250 )
  1035. tsc->sg_counter = 0;
  1036. #endif
  1037. break;
  1038. case WZ_METEOR:
  1039. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1040. break;
  1041. case WZ_VERMILION:
  1042. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1043. break;
  1044. case HT_FREEZINGTRAP:
  1045. case MA_FREEZINGTRAP:
  1046. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  1047. break;
  1048. case HT_FLASHER:
  1049. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  1050. break;
  1051. case HT_LANDMINE:
  1052. case MA_LANDMINE:
  1053. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  1054. break;
  1055. case HT_SHOCKWAVE:
  1056. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1057. break;
  1058. case HT_SANDMAN:
  1059. case MA_SANDMAN:
  1060. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1061. break;
  1062. case TF_SPRINKLESAND:
  1063. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1064. break;
  1065. case TF_THROWSTONE:
  1066. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1067. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1068. break;
  1069. case NPC_DARKCROSS:
  1070. case CR_HOLYCROSS:
  1071. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1072. break;
  1073. case CR_GRANDCROSS:
  1074. case NPC_GRANDDARKNESS:
  1075. //Chance to cause blind status vs demon and undead element, but not against players
  1076. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1077. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1078. attack_type |= BF_WEAPON;
  1079. break;
  1080. case AM_ACIDTERROR:
  1081. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1082. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1083. clif_emotion(bl,E_OMG);
  1084. break;
  1085. case AM_DEMONSTRATION:
  1086. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1087. break;
  1088. case CR_SHIELDCHARGE:
  1089. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1090. break;
  1091. case PA_PRESSURE:
  1092. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1093. //Fall through
  1094. case HW_GRAVITATION:
  1095. //Pressure and Gravitation can trigger physical autospells
  1096. attack_type |= BF_NORMAL;
  1097. attack_type |= BF_WEAPON;
  1098. break;
  1099. case RG_RAID:
  1100. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1101. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1102. #ifdef RENEWAL
  1103. sc_start(src,bl,SC_RAID,100,7,5000);
  1104. break;
  1105. case RG_BACKSTAP:
  1106. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1107. #endif
  1108. break;
  1109. case BA_FROSTJOKER:
  1110. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1111. break;
  1112. case DC_SCREAM:
  1113. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1114. break;
  1115. case BD_LULLABY:
  1116. 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
  1117. break;
  1118. case DC_UGLYDANCE:
  1119. rate = 5+5*skill_lv;
  1120. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1121. rate += 5+skill;
  1122. status_zap(bl, 0, rate);
  1123. break;
  1124. case SL_STUN:
  1125. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1126. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1127. break;
  1128. case NPC_PETRIFYATTACK:
  1129. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1130. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1131. skill_get_time2(skill_id,skill_lv));
  1132. break;
  1133. case NPC_CURSEATTACK:
  1134. case NPC_SLEEPATTACK:
  1135. case NPC_BLINDATTACK:
  1136. case NPC_POISON:
  1137. case NPC_SILENCEATTACK:
  1138. case NPC_STUNATTACK:
  1139. case NPC_HELLPOWER:
  1140. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1141. break;
  1142. case NPC_ACIDBREATH:
  1143. case NPC_ICEBREATH:
  1144. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1145. break;
  1146. case NPC_BLEEDING:
  1147. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1148. break;
  1149. case NPC_MENTALBREAKER:
  1150. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1151. //equal to Matk*skLevel.
  1152. rate = sstatus->matk_min;
  1153. if (rate < sstatus->matk_max)
  1154. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1155. rate*=skill_lv;
  1156. status_zap(bl, 0, rate);
  1157. break;
  1158. }
  1159. // Equipment breaking monster skills [Celest]
  1160. case NPC_WEAPONBRAKER:
  1161. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1162. break;
  1163. case NPC_ARMORBRAKE:
  1164. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1165. break;
  1166. case NPC_HELMBRAKE:
  1167. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1168. break;
  1169. case NPC_SHIELDBRAKE:
  1170. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1171. break;
  1172. case CH_TIGERFIST:
  1173. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1174. break;
  1175. case LK_SPIRALPIERCE:
  1176. case ML_SPIRALPIERCE:
  1177. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1178. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1179. break;
  1180. case ST_REJECTSWORD:
  1181. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1182. break;
  1183. case PF_FOGWALL:
  1184. if (src != bl && !tsc->data[SC_DELUGE])
  1185. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1186. break;
  1187. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1188. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1189. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1190. break;
  1191. case LK_JOINTBEAT:
  1192. status = status_skill2sc(skill_id);
  1193. if (tsc->jb_flag) {
  1194. 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));
  1195. tsc->jb_flag = 0;
  1196. }
  1197. break;
  1198. case ASC_METEORASSAULT:
  1199. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1200. switch(rnd()%3) {
  1201. case 0:
  1202. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1203. break;
  1204. case 1:
  1205. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1206. break;
  1207. default:
  1208. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1209. }
  1210. break;
  1211. case HW_NAPALMVULCAN:
  1212. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1213. break;
  1214. case WS_CARTTERMINATION: // Cart termination
  1215. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1216. break;
  1217. case CR_ACIDDEMONSTRATION:
  1218. case GN_FIRE_EXPANSION_ACID:
  1219. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1220. break;
  1221. case TK_DOWNKICK:
  1222. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1223. break;
  1224. case TK_JUMPKICK:
  1225. // debuff the following statuses
  1226. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1227. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1228. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1229. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1230. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1231. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1232. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1233. }
  1234. break;
  1235. case TK_TURNKICK:
  1236. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1237. if(attack_type&BF_MISC) //70% base stun chance...
  1238. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1239. break;
  1240. case GS_BULLSEYE: //0.1% coma rate.
  1241. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1242. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1243. break;
  1244. case GS_PIERCINGSHOT:
  1245. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1246. break;
  1247. case NJ_HYOUSYOURAKU:
  1248. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1249. break;
  1250. case GS_FLING:
  1251. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1252. break;
  1253. case GS_DISARM:
  1254. rate = 3*skill_lv;
  1255. if (sstatus->dex > tstatus->dex)
  1256. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1257. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1258. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1259. break;
  1260. case NPC_EVILLAND:
  1261. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1262. break;
  1263. case NPC_HELLJUDGEMENT:
  1264. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1265. break;
  1266. case NPC_CRITICALWOUND:
  1267. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1268. break;
  1269. case RK_WINDCUTTER:
  1270. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1271. break;
  1272. case RK_DRAGONBREATH:
  1273. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1274. break;
  1275. case RK_DRAGONBREATH_WATER:
  1276. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1277. break;
  1278. case AB_ADORAMUS:
  1279. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1280. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1281. break;
  1282. case WL_CRIMSONROCK:
  1283. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1284. break;
  1285. case WL_COMET:
  1286. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1287. break;
  1288. case WL_EARTHSTRAIN:
  1289. {
  1290. uint16 i;
  1291. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1292. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1293. break;
  1294. for (i = 0; i < skill_lv; i++)
  1295. skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1296. }
  1297. break;
  1298. case WL_JACKFROST:
  1299. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1300. break;
  1301. case RA_WUGBITE: {
  1302. 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);
  1303. if (wug_rate < 50)
  1304. wug_rate = 50;
  1305. 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))) );
  1306. }
  1307. break;
  1308. case RA_SENSITIVEKEEN:
  1309. if( rnd()%100 < 8 * skill_lv )
  1310. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1311. break;
  1312. case RA_FIRINGTRAP:
  1313. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1314. break;
  1315. case RA_ICEBOUNDTRAP:
  1316. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1317. break;
  1318. case NC_PILEBUNKER:
  1319. if( rnd()%100 < 25 + 15*skill_lv ) {
  1320. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1321. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1322. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1323. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1324. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1325. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1326. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1327. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1328. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1329. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1330. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1331. }
  1332. break;
  1333. case NC_FLAMELAUNCHER:
  1334. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1335. break;
  1336. case NC_COLDSLOWER:
  1337. // Status chances are applied officially through a check
  1338. // The skill first trys to give the frozen status to targets that are hit
  1339. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1340. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1341. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1342. break;
  1343. case NC_POWERSWING:
  1344. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1345. if( rnd()%100 < 5*skill_lv )
  1346. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1347. break;
  1348. case GC_WEAPONCRUSH:
  1349. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1350. break;
  1351. case LG_SHIELDPRESS:
  1352. 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));
  1353. break;
  1354. case LG_PINPOINTATTACK:
  1355. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1356. switch( skill_lv ) {
  1357. case 1:
  1358. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1359. break;
  1360. case 2:
  1361. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1362. break;
  1363. case 3:
  1364. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1365. break;
  1366. case 4:
  1367. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1368. break;
  1369. case 5:
  1370. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1371. break;
  1372. }
  1373. break;
  1374. case LG_MOONSLASHER:
  1375. rate = 32 + 8 * skill_lv;
  1376. 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.
  1377. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1378. else if( dstmd && !is_boss(bl) )
  1379. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1380. break;
  1381. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1382. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1383. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1384. break;
  1385. case LG_EARTHDRIVE:
  1386. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1387. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1388. break;
  1389. case LG_HESPERUSLIT:
  1390. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1391. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1392. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1393. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1394. break;
  1395. case SR_DRAGONCOMBO:
  1396. case SR_FLASHCOMBO_ATK_STEP1:
  1397. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(SR_DRAGONCOMBO, skill_lv));
  1398. break;
  1399. case SR_FALLENEMPIRE:
  1400. case SR_FLASHCOMBO_ATK_STEP2:
  1401. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(SR_FALLENEMPIRE, skill_lv));
  1402. break;
  1403. case SR_WINDMILL:
  1404. if( dstsd )
  1405. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1406. else if( dstmd && !is_boss(bl) )
  1407. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1408. break;
  1409. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1410. 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));
  1411. break;
  1412. case SR_EARTHSHAKER:
  1413. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1414. break;
  1415. case SR_HOWLINGOFLION:
  1416. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1417. break;
  1418. case WM_SOUND_OF_DESTRUCTION:
  1419. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1420. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1421. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1422. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1423. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1424. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1425. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1426. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1427. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1428. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1429. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1430. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1431. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1432. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1433. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1434. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1435. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1436. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1437. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1438. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1439. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1440. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1441. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1442. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1443. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1444. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1445. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1446. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1447. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1448. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1449. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1450. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1451. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1452. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1453. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1454. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1455. }
  1456. break;
  1457. case SO_EARTHGRAVE:
  1458. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1459. break;
  1460. case SO_DIAMONDDUST:
  1461. rate = 5 + 5 * skill_lv;
  1462. if( sc && sc->data[SC_COOLER_OPTION] )
  1463. rate += (sd ? sd->status.job_level / 5 : 0);
  1464. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1465. break;
  1466. case SO_VARETYR_SPEAR:
  1467. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1468. break;
  1469. case GN_SLINGITEM_RANGEMELEEATK:
  1470. if( sd ) {
  1471. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1472. case ITEMID_COCONUT_BOMB:
  1473. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1474. 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);
  1475. break;
  1476. case ITEMID_MELON_BOMB:
  1477. 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);
  1478. break;
  1479. case ITEMID_BANANA_BOMB:
  1480. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, 1000 * sd->status.job_level / 4);
  1481. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1482. break;
  1483. }
  1484. sd->itemid = -1;
  1485. }
  1486. break;
  1487. case GN_HELLS_PLANT_ATK:
  1488. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1489. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1490. break;
  1491. case EL_WIND_SLASH: // Non confirmed rate.
  1492. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1493. break;
  1494. case EL_STONE_HAMMER:
  1495. rate = 10 * skill_lv;
  1496. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1497. break;
  1498. case EL_ROCK_CRUSHER:
  1499. case EL_ROCK_CRUSHER_ATK:
  1500. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1501. break;
  1502. case EL_TYPOON_MIS:
  1503. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1504. break;
  1505. case KO_JYUMONJIKIRI:
  1506. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1507. break;
  1508. case KO_SETSUDAN:
  1509. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1510. break;
  1511. case KO_MAKIBISHI:
  1512. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1513. break;
  1514. case MH_LAVA_SLIDE:
  1515. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1516. break;
  1517. case MH_STAHL_HORN:
  1518. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1519. break;
  1520. case MH_NEEDLE_OF_PARALYZE:
  1521. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1522. break;
  1523. case MH_SILVERVEIN_RUSH:
  1524. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1525. break;
  1526. case MH_MIDNIGHT_FRENZY:
  1527. {
  1528. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1529. int spiritball = (hd?hd->homunculus.spiritball:1);
  1530. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1531. }
  1532. break;
  1533. case MH_XENO_SLASHER:
  1534. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1535. break;
  1536. case WL_HELLINFERNO:
  1537. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1538. break;
  1539. case NC_MAGMA_ERUPTION:
  1540. if (attack_type&BF_WEAPON) // Stun effect from 'slam'
  1541. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1542. if (attack_type&BF_MISC) // Burning effect from 'eruption'
  1543. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1544. break;
  1545. case GC_DARKCROW:
  1546. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1547. break;
  1548. case GN_ILLUSIONDOPING:
  1549. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1550. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1551. break;
  1552. case RL_MASS_SPIRAL:
  1553. sc_start2(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); //(custom)
  1554. break;
  1555. case RL_SLUGSHOT:
  1556. if (bl->type != BL_PC)
  1557. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1558. break;
  1559. case RL_BANISHING_BUSTER: {
  1560. uint16 i, n = skill_lv;
  1561. if (!tsc || !tsc->count)
  1562. break;
  1563. if (status_isimmune(bl))
  1564. break;
  1565. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1566. if (sd)
  1567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1568. break;
  1569. }
  1570. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1571. if (!tsc->data[i])
  1572. continue;
  1573. switch (i) {
  1574. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1575. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1576. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1577. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1578. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1579. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1580. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1581. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1582. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1583. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1584. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1585. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1586. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1587. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1588. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1589. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1590. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1591. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1592. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1593. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1594. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1595. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1596. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1597. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1598. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1599. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1600. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1601. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1602. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1603. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1604. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1605. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1606. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1607. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1608. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1609. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1610. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1611. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1612. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1613. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1614. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1615. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1616. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  1617. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1618. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1619. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1620. #ifdef RENEWAL
  1621. case SC_EXTREMITYFIST2:
  1622. #endif
  1623. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1624. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1625. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1626. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1627. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1628. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1629. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1630. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1631. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1632. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1633. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1634. continue;
  1635. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1636. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1637. case SC_FORTUNE: case SC_SERVICE4U:
  1638. if(tsc->data[i]->val4==0)
  1639. continue; //if in song-area don't end it
  1640. break;
  1641. case SC_ASSUMPTIO:
  1642. if( bl->type == BL_MOB )
  1643. continue;
  1644. break;
  1645. }
  1646. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1647. tsc->data[i]->val2 = 0;
  1648. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1649. n--;
  1650. }
  1651. //Remove bonus_script by Banishing Buster
  1652. if (dstsd)
  1653. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1654. }
  1655. break;
  1656. case RL_S_STORM:
  1657. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1658. {
  1659. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1660. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1661. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1662. BCT_ENEMY);
  1663. }
  1664. break;
  1665. case RL_AM_BLAST:
  1666. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1667. break;
  1668. case RL_HAMMER_OF_GOD:
  1669. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1670. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1671. break;
  1672. } //end switch skill_id
  1673. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1674. { //Pass heritage to Master for status causing effects. [Skotlex]
  1675. sd = map_id2sd(md->master_id);
  1676. src = sd?&sd->bl:src;
  1677. }
  1678. // Coma
  1679. if (sd && sd->special_state.bonus_coma && (!md || !mob_is_gvg(md) || !mob_is_battleground(md))) {
  1680. rate = 0;
  1681. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1682. if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  1683. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1684. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1685. }
  1686. if (attack_type&BF_WEAPON) {
  1687. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1688. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1689. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1690. }
  1691. if (rate > 0)
  1692. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1693. }
  1694. if( attack_type&BF_WEAPON )
  1695. { // Breaking Equipment
  1696. if( sd && battle_config.equip_self_break_rate )
  1697. { // Self weapon breaking
  1698. rate = battle_config.equip_natural_break_rate;
  1699. if( sc )
  1700. {
  1701. if(sc->data[SC_GIANTGROWTH])
  1702. rate += 10;
  1703. if(sc->data[SC_OVERTHRUST])
  1704. rate += 10;
  1705. if(sc->data[SC_MAXOVERTHRUST])
  1706. rate += 10;
  1707. }
  1708. if( rate )
  1709. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1710. }
  1711. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1712. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1713. // Target weapon breaking
  1714. rate = 0;
  1715. if( sd )
  1716. rate += sd->bonus.break_weapon_rate;
  1717. if( sc && sc->data[SC_MELTDOWN] )
  1718. rate += sc->data[SC_MELTDOWN]->val2;
  1719. if( rate )
  1720. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1721. // Target armor breaking
  1722. rate = 0;
  1723. if( sd )
  1724. rate += sd->bonus.break_armor_rate;
  1725. if( sc && sc->data[SC_MELTDOWN] )
  1726. rate += sc->data[SC_MELTDOWN]->val3;
  1727. if( rate )
  1728. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1729. }
  1730. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1731. if (sd->def_set_race[tstatus->race].rate)
  1732. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1733. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1734. if (sd->def_set_race[tstatus->race].rate)
  1735. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1736. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1737. if (sd->norecover_state_race[tstatus->race].rate)
  1738. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1739. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1740. }
  1741. }
  1742. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1743. struct unit_data *ud = unit_bl2ud(src);
  1744. if( sc->data[SC_WILD_STORM_OPTION] )
  1745. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1746. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1747. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1748. else if( sc->data[SC_TROPIC_OPTION] )
  1749. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1750. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1751. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1752. else
  1753. skill = 0;
  1754. if ( rnd()%100 < 25 && skill ){
  1755. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1756. if (ud) {
  1757. rate = skill_delayfix(src, skill, skill_lv);
  1758. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1759. ud->canact_tick = tick+rate;
  1760. if ( battle_config.display_status_timers )
  1761. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1762. }
  1763. }
  1764. }
  1765. }
  1766. // Autospell when attacking
  1767. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1768. {
  1769. struct block_list *tbl;
  1770. struct unit_data *ud;
  1771. int i, autospl_skill_lv, type;
  1772. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1773. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1774. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1775. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1776. continue; // one or more trigger conditions were not fulfilled
  1777. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1778. sd->state.autocast = 1;
  1779. if ( skill_isNotOk(skill, sd) ) {
  1780. sd->state.autocast = 0;
  1781. continue;
  1782. }
  1783. sd->state.autocast = 0;
  1784. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1785. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1786. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1787. if (rnd()%1000 >= rate)
  1788. continue;
  1789. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1790. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1791. int maxcount = 0;
  1792. if( !(BL_PC&battle_config.skill_reiteration) &&
  1793. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1794. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1795. )
  1796. continue;
  1797. if( BL_PC&battle_config.skill_nofootset &&
  1798. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1799. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1800. )
  1801. continue;
  1802. if( BL_PC&battle_config.land_skill_limit &&
  1803. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1804. ) {
  1805. int v;
  1806. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1807. if(sd->ud.skillunit[v]->skill_id == skill)
  1808. maxcount--;
  1809. }
  1810. if( maxcount == 0 )
  1811. continue;
  1812. }
  1813. }
  1814. if( battle_config.autospell_check_range &&
  1815. !battle_check_range(src, tbl, skill_get_range2(src, skill,autospl_skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1816. continue;
  1817. if (skill == AS_SONICBLOW)
  1818. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1819. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1820. type = CAST_GROUND;
  1821. sd->state.autocast = 1;
  1822. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1823. skill_toggle_magicpower(src, skill);
  1824. switch (type) {
  1825. case CAST_GROUND:
  1826. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1827. break;
  1828. case CAST_NODAMAGE:
  1829. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1830. break;
  1831. case CAST_DAMAGE:
  1832. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1833. break;
  1834. }
  1835. sd->state.autocast = 0;
  1836. //Set canact delay. [Skotlex]
  1837. ud = unit_bl2ud(src);
  1838. if (ud) {
  1839. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1840. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1841. ud->canact_tick = tick+rate;
  1842. if ( battle_config.display_status_timers && sd )
  1843. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1844. }
  1845. }
  1846. }
  1847. }
  1848. //Autobonus when attacking
  1849. if( sd && sd->autobonus[0].rate )
  1850. {
  1851. int i;
  1852. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1853. {
  1854. if( rnd()%1000 >= sd->autobonus[i].rate )
  1855. continue;
  1856. if( sd->autobonus[i].active != INVALID_TIMER )
  1857. continue;
  1858. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1859. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1860. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1861. continue; // one or more trigger conditions were not fulfilled
  1862. pc_exeautobonus(sd,&sd->autobonus[i]);
  1863. }
  1864. }
  1865. //Polymorph
  1866. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1867. dstmd && !(tstatus->mode&MD_BOSS) &&
  1868. (rnd()%10000 < sd->bonus.classchange))
  1869. {
  1870. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0);
  1871. if (class_ != 0 && mobdb_checkid(class_))
  1872. mob_class_change(dstmd,class_);
  1873. }
  1874. return 0;
  1875. }
  1876. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1877. uint8 i;
  1878. struct block_list *tbl;
  1879. if( sd == NULL || !skill_id )
  1880. return 0;
  1881. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1882. int skill, skill_lv, type;
  1883. if( sd->autospell3[i].flag != skill_id )
  1884. continue;
  1885. if( sd->autospell3[i].lock )
  1886. continue; // autospell already being executed
  1887. skill = sd->autospell3[i].id;
  1888. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1889. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  1890. sd->state.autocast = 0;
  1891. continue;
  1892. }
  1893. sd->state.autocast = 0;
  1894. if( skill >= 0 && bl == NULL )
  1895. continue; // No target
  1896. if( rnd()%1000 >= sd->autospell3[i].rate )
  1897. continue;
  1898. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1899. if( skill < 0 ) {
  1900. tbl = &sd->bl;
  1901. skill *= -1;
  1902. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1903. }
  1904. else
  1905. tbl = bl;
  1906. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1907. int maxcount = 0;
  1908. if( !(BL_PC&battle_config.skill_reiteration) &&
  1909. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1910. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1911. continue;
  1912. if( BL_PC&battle_config.skill_nofootset &&
  1913. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1914. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1915. continue;
  1916. if( BL_PC&battle_config.land_skill_limit &&
  1917. (maxcount = skill_get_maxcount(skill, 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(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1930. continue;
  1931. sd->state.autocast = 1;
  1932. sd->autospell3[i].lock = true;
  1933. skill_consume_requirement(sd,skill,skill_lv,1);
  1934. switch( type ) {
  1935. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1936. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1937. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1938. }
  1939. sd->autospell3[i].lock = false;
  1940. sd->state.autocast = 0;
  1941. }
  1942. if( sd && sd->autobonus3[0].rate ) {
  1943. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1944. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1945. continue;
  1946. if( sd->autobonus3[i].active != INVALID_TIMER )
  1947. continue;
  1948. if( sd->autobonus3[i].atk_type != skill_id )
  1949. continue;
  1950. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1951. }
  1952. }
  1953. return 1;
  1954. }
  1955. /* Splitted off from skill_additional_effect, which is never called when the
  1956. * attack skill kills the enemy. Place in this function counter status effects
  1957. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1958. * from cards) that will take effect on the source, not the target. [Skotlex]
  1959. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1960. * type of skills, so not every instance of skill_additional_effect needs a call
  1961. * to this one.
  1962. */
  1963. 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)
  1964. {
  1965. int rate;
  1966. struct map_session_data *sd=NULL;
  1967. struct map_session_data *dstsd=NULL;
  1968. nullpo_ret(src);
  1969. nullpo_ret(bl);
  1970. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1971. sd = BL_CAST(BL_PC, src);
  1972. dstsd = BL_CAST(BL_PC, bl);
  1973. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  1974. enum sc_type type;
  1975. uint8 i;
  1976. unsigned int time = 0;
  1977. for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) {
  1978. rate = dstsd->addeff_atked[i].rate;
  1979. if (attack_type&BF_LONG)
  1980. rate += dstsd->addeff_atked[i].arrow_rate;
  1981. if (!rate)
  1982. continue;
  1983. if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  1984. if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1985. (dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1986. continue; //Range Failed.
  1987. }
  1988. type = dstsd->addeff_atked[i].sc;
  1989. time = dstsd->addeff_atked[i].duration;
  1990. if (dstsd->addeff_atked[i].flag&ATF_TARGET)
  1991. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  1992. if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl))
  1993. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  1994. }
  1995. }
  1996. switch(skill_id) {
  1997. case MO_EXTREMITYFIST:
  1998. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1999. break;
  2000. case GS_FULLBUSTER:
  2001. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2002. break;
  2003. case HFLI_SBR44: //[orn]
  2004. case HVAN_EXPLOSION:
  2005. if(src->type == BL_HOM){
  2006. TBL_HOM *hd = (TBL_HOM*)src;
  2007. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2008. if (hd->master)
  2009. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2010. }
  2011. break;
  2012. case CR_GRANDCROSS:
  2013. case NPC_GRANDDARKNESS:
  2014. attack_type |= BF_WEAPON;
  2015. break;
  2016. case LG_HESPERUSLIT:
  2017. {
  2018. struct status_change *sc = status_get_sc(src);
  2019. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2020. char i;
  2021. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2022. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2023. }
  2024. }
  2025. break;
  2026. }
  2027. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2028. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  2029. 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);
  2030. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2031. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2032. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2033. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2034. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2035. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2036. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2037. }
  2038. if( sd && status_isdead(bl) ) {
  2039. int sp = 0, hp = 0;
  2040. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2041. sp += sd->bonus.sp_gain_value;
  2042. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2043. hp += sd->bonus.hp_gain_value;
  2044. }
  2045. if( attack_type&BF_MAGIC ) {
  2046. sp += sd->bonus.magic_sp_gain_value;
  2047. hp += sd->bonus.magic_hp_gain_value;
  2048. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2049. struct status_change *sc = NULL;
  2050. if( ( sc = status_get_sc(src) ) ) {
  2051. if(sc->data[SC_SPIRIT] &&
  2052. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2053. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2054. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2055. }
  2056. }
  2057. }
  2058. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2059. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2060. }
  2061. }
  2062. // Trigger counter-spells to retaliate against damage causing skills.
  2063. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  2064. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  2065. {
  2066. struct block_list *tbl;
  2067. struct unit_data *ud;
  2068. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2069. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  2070. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  2071. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  2072. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  2073. continue; // one or more trigger conditions were not fulfilled
  2074. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  2075. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  2076. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2077. autospl_rate = dstsd->autospell2[i].rate;
  2078. //Physical range attacks only trigger autospells half of the time
  2079. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2080. autospl_rate>>=1;
  2081. dstsd->state.autocast = 1;
  2082. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2083. dstsd->state.autocast = 0;
  2084. continue;
  2085. }
  2086. dstsd->state.autocast = 0;
  2087. if (rnd()%1000 >= autospl_rate)
  2088. continue;
  2089. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  2090. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  2091. int maxcount = 0;
  2092. if( !(BL_PC&battle_config.skill_reiteration) &&
  2093. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2094. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2095. )
  2096. continue;
  2097. if( BL_PC&battle_config.skill_nofootset &&
  2098. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2099. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2100. )
  2101. continue;
  2102. if( BL_PC&battle_config.land_skill_limit &&
  2103. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2104. ) {
  2105. int v;
  2106. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2107. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2108. maxcount--;
  2109. }
  2110. if( maxcount == 0 ) {
  2111. continue;
  2112. }
  2113. }
  2114. }
  2115. if( !battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id,autospl_skill_lv) + (autospl_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  2116. continue;
  2117. dstsd->state.autocast = 1;
  2118. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2119. switch (type) {
  2120. case CAST_GROUND:
  2121. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2122. break;
  2123. case CAST_NODAMAGE:
  2124. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2125. break;
  2126. case CAST_DAMAGE:
  2127. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2128. break;
  2129. }
  2130. dstsd->state.autocast = 0;
  2131. //Set canact delay. [Skotlex]
  2132. ud = unit_bl2ud(bl);
  2133. if (ud) {
  2134. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2135. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2136. ud->canact_tick = tick+autospl_rate;
  2137. if ( battle_config.display_status_timers && dstsd )
  2138. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2139. }
  2140. }
  2141. }
  2142. }
  2143. //Autobonus when attacked
  2144. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2145. int i;
  2146. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2147. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2148. continue;
  2149. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2150. continue;
  2151. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2152. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2153. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2154. continue; // one or more trigger conditions were not fulfilled
  2155. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2156. }
  2157. }
  2158. return 0;
  2159. }
  2160. /*=========================================================================
  2161. Breaks equipment. On-non players causes the corresponding strip effect.
  2162. - rate goes from 0 to 10000 (100.00%)
  2163. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2164. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2165. --------------------------------------------------------------------------*/
  2166. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2167. {
  2168. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2169. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2170. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2171. struct status_change *sc = status_get_sc(bl);
  2172. int i;
  2173. TBL_PC *sd;
  2174. sd = BL_CAST(BL_PC, bl);
  2175. if (sc && !sc->count)
  2176. sc = NULL;
  2177. if (sd) {
  2178. if (sd->bonus.unbreakable_equip)
  2179. where &= ~sd->bonus.unbreakable_equip;
  2180. if (sd->bonus.unbreakable)
  2181. rate -= rate*sd->bonus.unbreakable/100;
  2182. if (where&EQP_WEAPON) {
  2183. switch (sd->status.weapon) {
  2184. case W_FIST: //Bare fists should not break :P
  2185. case W_1HAXE:
  2186. case W_2HAXE:
  2187. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2188. case W_2HMACE:
  2189. case W_STAFF:
  2190. case W_2HSTAFF:
  2191. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2192. case W_HUUMA:
  2193. where &= ~EQP_WEAPON;
  2194. }
  2195. }
  2196. }
  2197. if (flag&BCT_ENEMY) {
  2198. if (battle_config.equip_skill_break_rate != 100)
  2199. rate = rate*battle_config.equip_skill_break_rate/100;
  2200. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2201. if (battle_config.equip_self_break_rate != 100)
  2202. rate = rate*battle_config.equip_self_break_rate/100;
  2203. }
  2204. for (i = 0; i < 4; i++) {
  2205. if (where&where_list[i]) {
  2206. if (sc && sc->count && sc->data[scdef[i]])
  2207. where&=~where_list[i];
  2208. else if (rnd()%10000 >= rate)
  2209. where&=~where_list[i];
  2210. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2211. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2212. }
  2213. }
  2214. if (!where) //Nothing to break.
  2215. return 0;
  2216. if (sd) {
  2217. for (i = 0; i < EQI_MAX; i++) {
  2218. short j = sd->equip_index[i];
  2219. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2220. continue;
  2221. switch(i) {
  2222. case EQI_HEAD_TOP: //Upper Head
  2223. flag = (where&EQP_HELM);
  2224. break;
  2225. case EQI_ARMOR: //Body
  2226. flag = (where&EQP_ARMOR);
  2227. break;
  2228. case EQI_HAND_R: //Left/Right hands
  2229. case EQI_HAND_L:
  2230. flag = (
  2231. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2232. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2233. break;
  2234. case EQI_SHOES:
  2235. flag = (where&EQP_SHOES);
  2236. break;
  2237. case EQI_GARMENT:
  2238. flag = (where&EQP_GARMENT);
  2239. break;
  2240. default:
  2241. continue;
  2242. }
  2243. if (flag) {
  2244. sd->status.inventory[j].attribute = 1;
  2245. pc_unequipitem(sd, j, 3);
  2246. }
  2247. }
  2248. clif_equiplist(sd);
  2249. }
  2250. return where; //Return list of pieces broken.
  2251. }
  2252. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2253. {
  2254. struct status_change *sc;
  2255. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2256. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2257. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2258. int i;
  2259. if (rnd()%100 >= rate)
  2260. return 0;
  2261. sc = status_get_sc(bl);
  2262. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2263. return 0;
  2264. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2265. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2266. where&=~pos[i];
  2267. }
  2268. if (!where) return 0;
  2269. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2270. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2271. where&=~pos[i];
  2272. }
  2273. return where?1:0;
  2274. }
  2275. /* Stores temporary values.
  2276. * Common usages:
  2277. * [0] holds number of targets in area
  2278. * [1] holds the id of the original target
  2279. * [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)
  2280. */
  2281. static int skill_area_temp[8];
  2282. static int64 skill_area_temp_i64[1];
  2283. /**
  2284. Used to knock back players, monsters, traps, etc
  2285. * @param src Object that give knock back
  2286. * @param target Object that receive knock back
  2287. * @param count Number of knock back cell requested
  2288. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2289. * @param flag
  2290. 0x01 - position update packets must not be sent;
  2291. 0x02 - ignores players' special_state.no_knockback;
  2292. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2293. 0x04 - at WOE/BG map;
  2294. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2295. 0x10 - if target has 'special_state.no_knockback';
  2296. 0x20 - if target is in Basilica area;
  2297. * @return Number of knocked back cells done
  2298. */
  2299. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2300. {
  2301. int dx = 0, dy = 0;
  2302. uint8 reason = 0, checkflag = 0;
  2303. nullpo_ret(src);
  2304. nullpo_ret(target);
  2305. if (!count)
  2306. return count; // Actual knockback distance is 0.
  2307. // Create flag needed in unit_blown_immune
  2308. if(src != target)
  2309. checkflag |= 0x1; // Offensive
  2310. if(!(flag&0x2))
  2311. checkflag |= 0x2; // Knockback type
  2312. if(is_boss(src))
  2313. checkflag |= 0x4; // Boss attack
  2314. // Get reason and check for flags
  2315. reason = unit_blown_immune(target, checkflag);
  2316. switch(reason) {
  2317. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2318. case 2: return count; // Emperium can't be knocked back
  2319. case 3: return ((flag&0x08) ? count : 0); // Bosses or immune can't be knocked back
  2320. case 4: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2321. case 5: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2322. case 6: return count; // Trap cannot be knocked back
  2323. }
  2324. if (dir == -1) // <optimized>: do the computation here instead of outside
  2325. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2326. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2327. dx = -dirx[dir];
  2328. dy = -diry[dir];
  2329. }
  2330. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2331. }
  2332. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2333. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2334. // In case of success returns type of reflection, otherwise 0
  2335. // 1 - Regular reflection (Maya)
  2336. // 2 - SL_KAITE reflection
  2337. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2338. {
  2339. struct status_change *sc = status_get_sc(bl);
  2340. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2341. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2342. return 0;
  2343. // item-based reflection
  2344. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2345. return 1;
  2346. if( is_boss(src) )
  2347. return 0;
  2348. // status-based reflection
  2349. if( !sc || sc->count == 0 )
  2350. return 0;
  2351. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2352. return 1;
  2353. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2354. {// Kaite only works against non-players if they are low-level.
  2355. clif_specialeffect(bl, 438, AREA);
  2356. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2357. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2358. return 2;
  2359. }
  2360. return 0;
  2361. }
  2362. /**
  2363. * Checks whether a skill can be used in combos or not
  2364. * @param skill_id: Target skill
  2365. * @return true: Skill is a combo, false: otherwise
  2366. * @author Panikon
  2367. */
  2368. bool skill_is_combo(uint16 skill_id) {
  2369. switch(skill_id) {
  2370. case MO_CHAINCOMBO:
  2371. case MO_COMBOFINISH:
  2372. case CH_TIGERFIST:
  2373. case CH_CHAINCRUSH:
  2374. case MO_EXTREMITYFIST:
  2375. case TK_TURNKICK:
  2376. case TK_STORMKICK:
  2377. case TK_DOWNKICK:
  2378. case TK_COUNTER:
  2379. case TK_JUMPKICK:
  2380. case HT_POWER:
  2381. case GC_COUNTERSLASH:
  2382. case GC_WEAPONCRUSH:
  2383. case SR_FALLENEMPIRE:
  2384. case SR_DRAGONCOMBO:
  2385. case SR_TIGERCANNON:
  2386. case SR_GATEOFHELL:
  2387. return true;
  2388. }
  2389. return false;
  2390. }
  2391. /*
  2392. * Combo handler, start stop combo status
  2393. */
  2394. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2395. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2396. switch (skill_id) {
  2397. case MH_MIDNIGHT_FRENZY:
  2398. case MH_EQC:
  2399. {
  2400. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2401. short idx = hom_skill_get_index(skill_id2);
  2402. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2403. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2404. if (idx == -1)
  2405. break;
  2406. sd = hd->master;
  2407. hd->homunculus.hskill[idx].flag= flag;
  2408. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2409. }
  2410. break;
  2411. case MO_COMBOFINISH:
  2412. case CH_TIGERFIST:
  2413. case CH_CHAINCRUSH:
  2414. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2415. break;
  2416. case TK_JUMPKICK:
  2417. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2418. break;
  2419. case MO_TRIPLEATTACK:
  2420. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2421. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2422. break;
  2423. case SR_FALLENEMPIRE:
  2424. if (sd){
  2425. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2426. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2427. }
  2428. break;
  2429. }
  2430. }
  2431. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2432. unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2433. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2434. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2435. struct status_change_entry *sce;
  2436. TBL_PC *sd = BL_CAST(BL_PC,src);
  2437. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2438. struct status_change *sc = status_get_sc(src);
  2439. if(sc == NULL) return;
  2440. //End previous combo state after skill is invoked
  2441. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2442. switch (skill_id) {
  2443. case TK_TURNKICK:
  2444. case TK_STORMKICK:
  2445. case TK_DOWNKICK:
  2446. case TK_COUNTER:
  2447. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2448. sce->val1 = skill_id; //Update combo-skill
  2449. sce->val3 = skill_id;
  2450. if( sce->timer != INVALID_TIMER )
  2451. delete_timer(sce->timer, status_change_timer);
  2452. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2453. break;
  2454. }
  2455. unit_cancel_combo(src); // Cancel combo wait
  2456. break;
  2457. default:
  2458. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2459. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2460. }
  2461. }
  2462. //start new combo
  2463. if(sd){ //player only
  2464. switch(skill_id) {
  2465. case MO_TRIPLEATTACK:
  2466. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2467. duration = 1;
  2468. break;
  2469. case MO_CHAINCOMBO:
  2470. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2471. duration = 1;
  2472. break;
  2473. case MO_COMBOFINISH:
  2474. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2475. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2476. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2477. duration = 1;
  2478. case CH_TIGERFIST:
  2479. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2480. duration = 1;
  2481. case CH_CHAINCRUSH:
  2482. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2483. duration = 1;
  2484. break;
  2485. case AC_DOUBLE:
  2486. if( pc_checkskill(sd, HT_POWER)) {
  2487. duration = 2000;
  2488. nodelay = 1; //Neither gives walk nor attack delay
  2489. target_id = 0; //Does not need to be used on previous target
  2490. }
  2491. break;
  2492. case SR_DRAGONCOMBO:
  2493. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2494. duration = 1;
  2495. break;
  2496. case SR_FALLENEMPIRE:
  2497. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2498. duration = 1;
  2499. break;
  2500. }
  2501. }
  2502. else { //other
  2503. switch(skill_id) {
  2504. case MH_TINDER_BREAKER:
  2505. case MH_CBC:
  2506. case MH_SONIC_CRAW:
  2507. case MH_SILVERVEIN_RUSH:
  2508. if(hd->homunculus.spiritball > 0) duration = 2000;
  2509. nodelay = 1;
  2510. break;
  2511. case MH_EQC:
  2512. case MH_MIDNIGHT_FRENZY:
  2513. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2514. nodelay = 1;
  2515. break;
  2516. }
  2517. }
  2518. if (duration) { //Possible to chain
  2519. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2520. duration = umax(status_get_amotion(src),duration); //Never less than aMotion
  2521. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2522. clif_combo_delay(src, duration);
  2523. }
  2524. }
  2525. /**
  2526. * Copy skill by Plagiarism or Reproduce
  2527. * @param src: The caster
  2528. * @param bl: The target
  2529. * @param skill_id: Skill that casted
  2530. * @param skill_lv: Skill level of the casted skill
  2531. */
  2532. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2533. {
  2534. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2535. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2536. return;
  2537. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2538. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2539. return;
  2540. else {
  2541. uint16 idx;
  2542. unsigned char lv;
  2543. skill_id = skill_dummy2skill_id(skill_id);
  2544. //Use skill index, avoiding out-of-bound array [Cydh]
  2545. if (!(idx = skill_get_index(skill_id)))
  2546. return;
  2547. switch (skill_isCopyable(tsd,idx)) {
  2548. case 1: //Copied by Plagiarism
  2549. {
  2550. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2551. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2552. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2553. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2554. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2555. }
  2556. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2557. tsd->cloneskill_idx = idx;
  2558. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2559. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2560. }
  2561. break;
  2562. case 2: //Copied by Reproduce
  2563. {
  2564. struct status_change *tsc = status_get_sc(bl);
  2565. //Already did SC check
  2566. //Skill level copied depends on Reproduce skill that used
  2567. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2568. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2569. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2570. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2571. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2572. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2573. }
  2574. //Level dependent and limitation.
  2575. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2576. lv = min(lv,skill_get_max(skill_id));
  2577. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2578. lv = min(lv,skill_lv);
  2579. tsd->reproduceskill_idx = idx;
  2580. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2581. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2582. }
  2583. break;
  2584. default: return;
  2585. }
  2586. tsd->status.skill[idx].id = skill_id;
  2587. tsd->status.skill[idx].lv = lv;
  2588. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2589. clif_addskill(tsd,skill_id);
  2590. }
  2591. }
  2592. /**
  2593. * Knockback the target on skill_attack
  2594. * @param src is the master behind the attack
  2595. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2596. * @param target is the target to be attacked.
  2597. * @param blewcount
  2598. * @param skill_id
  2599. * @param skill_lv
  2600. * @param damage
  2601. * @param tick
  2602. * @param flag can hold a bunch of information:
  2603. */
  2604. 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) {
  2605. int8 dir = -1; // Default direction
  2606. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2607. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2608. if (!blewcount || target == dsrc || status_isdead(target))
  2609. return;
  2610. // Skill specific direction
  2611. switch (skill_id) {
  2612. case MG_FIREWALL:
  2613. case PR_SANCTUARY:
  2614. case GN_WALLOFTHORN:
  2615. case EL_FIRE_MANTLE:
  2616. dir = unit_getdir(target); // Backwards
  2617. break;
  2618. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2619. case WZ_STORMGUST:
  2620. if(!battle_config.stormgust_knockback)
  2621. dir = rnd()%8;
  2622. break;
  2623. case WL_CRIMSONROCK:
  2624. dir = map_calc_dir(target,skill_area_temp[4],skill_area_temp[5]);
  2625. break;
  2626. case MC_CARTREVOLUTION:
  2627. if (battle_config.cart_revo_knockback)
  2628. dir = 6; // Official servers push target to the West
  2629. break;
  2630. case AC_SHOWER:
  2631. if (!battle_config.arrow_shower_knockback)
  2632. dir = map_calc_dir(target, src->x, src->y);
  2633. break;
  2634. }
  2635. // Blown-specific handling
  2636. switch( skill_id ) {
  2637. case LG_OVERBRAND_BRANDISH:
  2638. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2639. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2640. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2641. break;
  2642. case SR_KNUCKLEARROW:
  2643. {
  2644. short x = target->x, y = target->y;
  2645. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2646. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2647. // (bugreport:9096)
  2648. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2649. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2650. dir_ka = -1;
  2651. // Move attacker to the target position after knocked back
  2652. if ((target->x != x || target->y != y) && skill_check_unit_movepos(5,src,target->x,target->y,1,1))
  2653. clif_blown(src);
  2654. }
  2655. break;
  2656. case RL_R_TRIP:
  2657. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2658. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2659. break;
  2660. case RL_SLUGSHOT:
  2661. skill_blown(dsrc,target,blewcount,dir, 0);
  2662. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2663. break;
  2664. default:
  2665. skill_blown(dsrc,target,blewcount,dir, 0);
  2666. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2667. TBL_SKILL *su = (TBL_SKILL*)target;
  2668. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2669. skill_blown(src, target, 3, -1, 0);
  2670. }
  2671. break;
  2672. }
  2673. clif_fixpos(target);
  2674. }
  2675. /*
  2676. * =========================================================================
  2677. * Does a skill attack with the given properties.
  2678. * @param src is the master behind the attack (player/mob/pet)
  2679. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2680. * @param bl is the target to be attacked.
  2681. * @param flag can hold a bunch of information:
  2682. * flag&1
  2683. * flag&2 - Disable re-triggered by double casting
  2684. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2685. * flag&8 - Force assume the target is not as is_infinite_defense() on in battle_calc_attack() first.
  2686. * Once it's done, store the damage to skill_area_temp_i64[0] then re-calcuate for real against 'plant'.
  2687. *
  2688. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2689. * (usually holds number of targets, or just 1 for simple splash attacks)
  2690. *
  2691. * flag&0xF000 - Values from enum e_skill_display
  2692. * flag&0x3F0000 - Values from enum e_battle_check_target
  2693. *
  2694. * flag&0x1000000 - Return 0 if damage was reflected
  2695. *-------------------------------------------------------------------------*/
  2696. 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)
  2697. {
  2698. struct Damage dmg;
  2699. struct status_data *sstatus, *tstatus;
  2700. struct status_change *sc, *tsc;
  2701. struct map_session_data *sd, *tsd;
  2702. int64 damage;
  2703. int8 rmdamage = 0;//magic reflected
  2704. int type;
  2705. bool shadow_flag = false;
  2706. bool additional_effects = true;
  2707. if(skill_id > 0 && !skill_lv)
  2708. return 0;
  2709. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2710. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2711. nullpo_ret(bl); //Target to be attacked.
  2712. if (src != dsrc) {
  2713. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2714. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2715. return 0;
  2716. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2717. //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]
  2718. if (!status_check_skilluse(src, bl, skill_id, 2))
  2719. return 0;
  2720. }
  2721. sd = BL_CAST(BL_PC, src);
  2722. tsd = BL_CAST(BL_PC, bl);
  2723. sstatus = status_get_status_data(src);
  2724. tstatus = status_get_status_data(bl);
  2725. sc= status_get_sc(src);
  2726. tsc= status_get_sc(bl);
  2727. if (tsc && !tsc->count)
  2728. tsc = NULL; //Don't need it.
  2729. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2730. if (tsc && tsc->data[SC_TRICKDEAD])
  2731. return 0;
  2732. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2733. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2734. return 0;
  2735. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2736. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2737. // Adjusted to the new system [Skotlex]
  2738. if( src->type == BL_PET ) { // [Valaris]
  2739. struct pet_data *pd = (TBL_PET*)src;
  2740. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2741. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2742. int element = skill_get_ele(skill_id, skill_lv);
  2743. /*if (skill_id == -1) Does it ever worked?
  2744. element = sstatus->rhw.ele;*/
  2745. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2746. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2747. else
  2748. dmg.damage = pd->a_skill->damage; // Fixed damage
  2749. }
  2750. else
  2751. dmg.damage = 1*pd->a_skill->div_;
  2752. dmg.damage2 = 0;
  2753. dmg.div_= pd->a_skill->div_;
  2754. }
  2755. }
  2756. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2757. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2758. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2759. { //Magic reflection, switch caster/target
  2760. struct block_list *tbl = bl;
  2761. rmdamage = 1;
  2762. bl = src;
  2763. src = tbl;
  2764. dsrc = tbl;
  2765. sd = BL_CAST(BL_PC, src);
  2766. tsd = BL_CAST(BL_PC, bl);
  2767. tsc = status_get_sc(bl);
  2768. if (tsc && !tsc->count)
  2769. tsc = NULL; //Don't need it.
  2770. /* bugreport:2564 flag&2 disables double casting trigger */
  2771. flag |= 2;
  2772. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2773. flag |= 4;
  2774. //Spirit of Wizard blocks Kaite's reflection
  2775. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2776. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2777. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2778. if (type >= 0) {
  2779. if ( tsd )
  2780. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2781. dmg.damage = dmg.damage2 = 0;
  2782. dmg.dmg_lv = ATK_MISS;
  2783. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2784. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2785. }
  2786. } else if( type != 2 ) /* Kaite bypasses */
  2787. additional_effects = false;
  2788. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2789. #if MAGIC_REFLECTION_TYPE
  2790. #ifdef RENEWAL
  2791. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2792. #else
  2793. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2794. // regardless of caster's equipment (Aegis 11.1)
  2795. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2796. #endif
  2797. short s_ele = skill_get_ele(skill_id, skill_lv);
  2798. if (s_ele == -1) // the skill takes the weapon's element
  2799. s_ele = sstatus->rhw.ele;
  2800. else if (s_ele == -2) //Use status element
  2801. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2802. else if( s_ele == -3 ) //Use random element
  2803. s_ele = rnd()%ELE_ALL;
  2804. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2805. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2806. struct status_data *status = status_get_status_data(bl);
  2807. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2808. per /=20; //Uses 20% SP intervals.
  2809. //SP Cost: 1% + 0.5% per every 20% SP
  2810. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2811. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2812. //Reduction: 6% + 6% every 20%
  2813. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2814. }
  2815. }
  2816. #endif
  2817. }
  2818. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2819. int sp = skill_get_sp(skill_id,skill_lv);
  2820. dmg.damage = dmg.damage2 = 0;
  2821. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2822. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2823. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2824. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2825. status_heal(bl, 0, sp, 2);
  2826. }
  2827. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2828. dmg.damage = dmg.damage2 = 0;
  2829. dmg.dmg_lv = ATK_MISS;
  2830. }
  2831. }
  2832. damage = dmg.damage + dmg.damage2;
  2833. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2834. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2835. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2836. damage = 1;
  2837. if (flag&8) {
  2838. skill_area_temp_i64[0] = damage;
  2839. if (is_infinite_defense(bl, dmg.flag)) {
  2840. dmg = battle_calc_attack_plant(dmg, src, bl, skill_id, skill_lv);
  2841. damage = dmg.damage + dmg.damage2;
  2842. }
  2843. }
  2844. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2845. struct block_list *nbl;
  2846. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2847. if( nbl ){ // Only one target is chosen.
  2848. damage = damage / 2; // Deflect half of the damage to a target nearby
  2849. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2850. }
  2851. }
  2852. //Skill hit type
  2853. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2854. switch( skill_id ) {
  2855. case SC_TRIANGLESHOT:
  2856. if( rnd()%100 > (1 + skill_lv) )
  2857. dmg.blewcount = 0;
  2858. break;
  2859. default:
  2860. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2861. dmg.blewcount = 0; //only pushback when it hit for other
  2862. break;
  2863. }
  2864. switch( skill_id ) {
  2865. case CR_GRANDCROSS:
  2866. case NPC_GRANDDARKNESS:
  2867. if( battle_config.gx_disptype)
  2868. dsrc = src;
  2869. if( src == bl)
  2870. type = 4;
  2871. else
  2872. flag|= SD_ANIMATION;
  2873. break;
  2874. case NJ_TATAMIGAESHI: //For correct knockback.
  2875. dsrc = src;
  2876. flag|= SD_ANIMATION;
  2877. break;
  2878. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2879. int level;
  2880. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2881. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2882. }
  2883. break;
  2884. case SL_STIN:
  2885. case SL_STUN:
  2886. if (skill_lv >= 7) {
  2887. struct status_change *sc_cur = status_get_sc(src);
  2888. if (sc_cur && !sc_cur->data[SC_SMA])
  2889. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2890. }
  2891. break;
  2892. case GS_FULLBUSTER:
  2893. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2894. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2895. break;
  2896. }
  2897. //combo handling
  2898. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2899. //Display damage.
  2900. switch( skill_id ) {
  2901. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2902. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2903. break;
  2904. //Skills that need be passed as a normal attack for the client to display correctly.
  2905. case HVAN_EXPLOSION:
  2906. case NPC_SELFDESTRUCTION:
  2907. if(src->type == BL_PC)
  2908. dmg.blewcount = 10;
  2909. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2910. // fall through
  2911. case KN_AUTOCOUNTER:
  2912. case NPC_CRITICALSLASH:
  2913. case TF_DOUBLE:
  2914. case GS_CHAINACTION:
  2915. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2);
  2916. break;
  2917. case AS_SPLASHER:
  2918. if( flag&SD_ANIMATION ) // the surrounding targets
  2919. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2920. else // the central target doesn't display an animation
  2921. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2922. break;
  2923. case GN_SPORE_EXPLOSION:
  2924. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5);
  2925. break;
  2926. case WL_HELLINFERNO:
  2927. case SR_EARTHSHAKER:
  2928. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2929. break;
  2930. case WL_SOULEXPANSION:
  2931. case WL_COMET:
  2932. case KO_MUCHANAGE:
  2933. case NJ_HUUMA:
  2934. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2935. break;
  2936. case WL_CHAINLIGHTNING_ATK:
  2937. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,6);
  2938. break;
  2939. case LG_OVERBRAND:
  2940. case LG_OVERBRAND_BRANDISH:
  2941. dmg.amotion = status_get_amotion(src) * 2;
  2942. case LG_OVERBRAND_PLUSATK:
  2943. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2944. break;
  2945. case EL_FIRE_BOMB:
  2946. case EL_FIRE_BOMB_ATK:
  2947. case EL_FIRE_WAVE:
  2948. case EL_FIRE_WAVE_ATK:
  2949. case EL_FIRE_MANTLE:
  2950. case EL_CIRCLE_OF_FIRE:
  2951. case EL_FIRE_ARROW:
  2952. case EL_ICE_NEEDLE:
  2953. case EL_WATER_SCREW:
  2954. case EL_WATER_SCREW_ATK:
  2955. case EL_WIND_SLASH:
  2956. case EL_TIDAL_WEAPON:
  2957. case EL_ROCK_CRUSHER:
  2958. case EL_ROCK_CRUSHER_ATK:
  2959. case EL_HURRICANE:
  2960. case EL_HURRICANE_ATK:
  2961. case KO_BAKURETSU:
  2962. case GN_CRAZYWEED_ATK:
  2963. case NC_MAGMA_ERUPTION:
  2964. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2965. break;
  2966. case GN_FIRE_EXPANSION_ACID:
  2967. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  2968. break;
  2969. case GN_SLINGITEM_RANGEMELEEATK:
  2970. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2971. break;
  2972. case EL_STONE_RAIN:
  2973. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2974. break;
  2975. case WM_SEVERE_RAINSTORM_MELEE:
  2976. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,5);
  2977. break;
  2978. case WM_REVERBERATION_MELEE:
  2979. case WM_REVERBERATION_MAGIC:
  2980. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2981. break;
  2982. case HT_CLAYMORETRAP:
  2983. case HT_BLASTMINE:
  2984. case HT_FLASHER:
  2985. case HT_FREEZINGTRAP:
  2986. case RA_CLUSTERBOMB:
  2987. case RA_FIRINGTRAP:
  2988. case RA_ICEBOUNDTRAP:
  2989. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
  2990. if( dsrc != src ) // avoid damage display redundancy
  2991. break;
  2992. //Fall through
  2993. case HT_LANDMINE:
  2994. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2995. break;
  2996. case WZ_SIGHTBLASTER:
  2997. //Sightblaster should never call clif_skill_damage twice
  2998. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
  2999. break;
  3000. case RL_R_TRIP_PLUSATK:
  3001. case RL_BANISHING_BUSTER:
  3002. case RL_S_STORM:
  3003. case RL_SLUGSHOT:
  3004. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  3005. break;
  3006. case AB_DUPLELIGHT_MELEE:
  3007. case AB_DUPLELIGHT_MAGIC:
  3008. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3009. default:
  3010. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3011. type = 5;
  3012. if( bl->type == BL_SKILL ){
  3013. TBL_SKILL *su = (TBL_SKILL*)bl;
  3014. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  3015. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  3016. }
  3017. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  3018. break;
  3019. }
  3020. map_freeblock_lock();
  3021. 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]
  3022. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3023. skill_do_copy(src,bl,skill_id,skill_lv);
  3024. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3025. { //Skills with can't walk delay also stop normal attacking for that
  3026. //duration when the attack connects. [Skotlex]
  3027. struct unit_data *ud = unit_bl2ud(src);
  3028. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3029. ud->attackabletime = tick + type;
  3030. }
  3031. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3032. // Instant damage
  3033. if( !dmg.amotion ) {
  3034. 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 )
  3035. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3036. if( !status_isdead(bl) && additional_effects )
  3037. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3038. if( damage > 0 ) //Counter status effects [Skotlex]
  3039. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3040. }
  3041. // Blow!
  3042. if (!(flag&4))
  3043. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3044. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3045. if( dmg.amotion ) {
  3046. if( shadow_flag ) {
  3047. if( !status_isdead(bl) && additional_effects )
  3048. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3049. if( dmg.flag > ATK_BLOCK )
  3050. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3051. } else
  3052. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  3053. }
  3054. if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
  3055. if (tsc->data[SC_DEVOTION]) {
  3056. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3057. struct block_list *d_bl = map_id2bl(sce->val1);
  3058. if (d_bl && (
  3059. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3060. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3061. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3062. {
  3063. if (!rmdamage) {
  3064. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  3065. status_fix_damage(NULL, d_bl, damage, 0);
  3066. } else {
  3067. bool isDevotRdamage = false;
  3068. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3069. isDevotRdamage = true;
  3070. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3071. // This check is only for magical skill.
  3072. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3073. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  3074. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0);
  3075. }
  3076. } else {
  3077. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3078. if (!dmg.amotion)
  3079. status_fix_damage(src, bl, damage, dmg.dmotion);
  3080. }
  3081. }
  3082. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3083. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3084. struct block_list *e_bl = map_id2bl(sce->val1);
  3085. if (e_bl) {
  3086. if (!rmdamage) {
  3087. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3088. status_fix_damage(NULL, e_bl, damage, 0);
  3089. } else {
  3090. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3091. status_fix_damage(bl, bl, damage, 0);
  3092. }
  3093. }
  3094. }
  3095. }
  3096. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  3097. if( skill_id == RG_INTIMIDATE ) {
  3098. int rate = 50 + skill_lv * 5;
  3099. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3100. if(rnd()%100 < rate)
  3101. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3102. } else if( skill_id == SC_FATALMENACE )
  3103. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  3104. }
  3105. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3106. dmg.flag |= BF_WEAPON;
  3107. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3108. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3109. {
  3110. if (battle_config.left_cardfix_to_right)
  3111. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_, is_infinite_defense(bl,dmg.flag));
  3112. else
  3113. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_, is_infinite_defense(bl,dmg.flag));
  3114. }
  3115. if( damage > 0 ) { // Post-damage effects
  3116. switch( skill_id ) {
  3117. case GC_VENOMPRESSURE: {
  3118. struct status_change *ssc = status_get_sc(src);
  3119. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3120. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3121. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3122. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3123. }
  3124. }
  3125. break;
  3126. case WM_METALICSOUND:
  3127. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3128. break;
  3129. }
  3130. if( sd )
  3131. skill_onskillusage(sd, bl, skill_id, tick);
  3132. }
  3133. if (!(flag&2) &&
  3134. (
  3135. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3136. ) &&
  3137. (tsc = status_get_sc(src)) &&
  3138. tsc->data[SC_DOUBLECAST] &&
  3139. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3140. {
  3141. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3142. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3143. }
  3144. map_freeblock_unlock();
  3145. if ((flag&0x1000000) && rmdamage == 1)
  3146. return 0; //Should return 0 when damage was reflected
  3147. return damage;
  3148. }
  3149. /*==========================================
  3150. * Sub function for recursive skill call.
  3151. * Checking bl battle flag and display damage
  3152. * then call func with source,target,skill_id,skill_lv,tick,flag
  3153. *------------------------------------------*/
  3154. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3155. int skill_area_sub(struct block_list *bl, va_list ap)
  3156. {
  3157. struct block_list *src;
  3158. uint16 skill_id,skill_lv;
  3159. int flag;
  3160. unsigned int tick;
  3161. SkillFunc func;
  3162. nullpo_ret(bl);
  3163. src = va_arg(ap,struct block_list *);
  3164. skill_id = va_arg(ap,int);
  3165. skill_lv = va_arg(ap,int);
  3166. tick = va_arg(ap,unsigned int);
  3167. flag = va_arg(ap,int);
  3168. func = va_arg(ap,SkillFunc);
  3169. if (flag&BCT_WOS && src == bl)
  3170. return 0;
  3171. if(battle_check_target(src,bl,flag) > 0) {
  3172. // several splash skills need this initial dummy packet to display correctly
  3173. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3174. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3175. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3176. skill_area_temp[2]++;
  3177. return func(src,bl,skill_id,skill_lv,tick,flag);
  3178. }
  3179. return 0;
  3180. }
  3181. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3182. {
  3183. struct skill_unit *unit;
  3184. uint16 skill_id,g_skill_id;
  3185. unit = (struct skill_unit *)bl;
  3186. if(bl->prev == NULL || bl->type != BL_SKILL)
  3187. return 0;
  3188. if(!unit->alive)
  3189. return 0;
  3190. skill_id = va_arg(ap,int);
  3191. g_skill_id = unit->group->skill_id;
  3192. switch (skill_id) {
  3193. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3194. if(g_skill_id == SA_LANDPROTECTOR)
  3195. break;
  3196. //Fall through
  3197. case MH_STEINWAND:
  3198. case MG_SAFETYWALL:
  3199. case SC_MAELSTROM:
  3200. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3201. return 0;
  3202. break;
  3203. case AL_WARP:
  3204. case HT_SKIDTRAP:
  3205. case MA_SKIDTRAP:
  3206. case HT_LANDMINE:
  3207. case MA_LANDMINE:
  3208. case HT_ANKLESNARE:
  3209. case HT_SHOCKWAVE:
  3210. case HT_SANDMAN:
  3211. case MA_SANDMAN:
  3212. case HT_FLASHER:
  3213. case HT_FREEZINGTRAP:
  3214. case MA_FREEZINGTRAP:
  3215. case HT_BLASTMINE:
  3216. case HT_CLAYMORETRAP:
  3217. case HT_TALKIEBOX:
  3218. case HP_BASILICA:
  3219. case RA_ELECTRICSHOCKER:
  3220. case RA_CLUSTERBOMB:
  3221. case RA_MAGENTATRAP:
  3222. case RA_COBALTTRAP:
  3223. case RA_MAIZETRAP:
  3224. case RA_VERDURETRAP:
  3225. case RA_FIRINGTRAP:
  3226. case RA_ICEBOUNDTRAP:
  3227. case SC_DIMENSIONDOOR:
  3228. case SC_BLOODYLUST:
  3229. case WM_REVERBERATION:
  3230. case GN_THORNS_TRAP:
  3231. case GN_HELLS_PLANT:
  3232. case RL_B_TRAP:
  3233. case SC_ESCAPE:
  3234. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3235. 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)
  3236. return 0;
  3237. break;
  3238. default: //Avoid stacking with same kind of trap. [Skotlex]
  3239. if (g_skill_id != skill_id)
  3240. return 0;
  3241. break;
  3242. }
  3243. return 1;
  3244. }
  3245. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3246. {
  3247. //Non players do not check for the skill's splash-trigger area.
  3248. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3249. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3250. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3251. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3252. return 0;
  3253. }
  3254. range += layout_type;
  3255. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3256. }
  3257. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3258. {
  3259. uint16 skill_id;
  3260. if(bl->prev == NULL)
  3261. return 0;
  3262. skill_id = va_arg(ap,int);
  3263. if( status_isdead(bl) && skill_id != AL_WARP )
  3264. return 0;
  3265. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3266. return 0;
  3267. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3268. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3269. return 1;
  3270. }
  3271. /**
  3272. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3273. * @param bl Object that casted skill
  3274. * @param x Position x of the target
  3275. * @param y Position y of the target
  3276. * @param skill_id The casted skill
  3277. * @param skill_lv The skill Lv
  3278. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3279. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3280. */
  3281. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3282. {
  3283. int range = 0, type;
  3284. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3285. if (isNearNPC)
  3286. range = skill_get_splash(skill_id,skill_lv);
  3287. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3288. if (!isNearNPC || !range) {
  3289. switch (skill_id) { // to be expanded later
  3290. case WZ_ICEWALL:
  3291. range = 2;
  3292. break;
  3293. case SC_MANHOLE:
  3294. case GN_HELLS_PLANT:
  3295. range = 0;
  3296. break;
  3297. default: {
  3298. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3299. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3300. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3301. return 0;
  3302. }
  3303. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3304. }
  3305. break;
  3306. }
  3307. }
  3308. //Check the additional range [Cydh]
  3309. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3310. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3311. if (!isNearNPC) { //Doesn't check the NPC range
  3312. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3313. if (bl->type == BL_PC)
  3314. type = BL_CHAR;
  3315. else
  3316. type = BL_PC;
  3317. } else
  3318. type = BL_NPC;
  3319. return (!isNearNPC) ?
  3320. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3321. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3322. //isNearNPC is used to check range from NPC
  3323. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3324. }
  3325. /*==========================================
  3326. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3327. * Flag:
  3328. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3329. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3330. *------------------------------------------*/
  3331. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3332. {
  3333. struct status_data *status;
  3334. struct map_session_data *sd = NULL;
  3335. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3336. uint16 idx;
  3337. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3338. nullpo_ret(bl);
  3339. switch( bl->type )
  3340. {
  3341. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3342. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3343. }
  3344. status = status_get_status_data(bl);
  3345. if( (idx = skill_get_index(skill)) == 0 )
  3346. return 0;
  3347. lv = cap_value(lv, 1, MAX_SKILL_LEVEL);
  3348. // Requirements
  3349. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3350. {
  3351. itemid[i] = skill_db[idx]->require.itemid[i];
  3352. amount[i] = skill_db[idx]->require.amount[i];
  3353. }
  3354. hp = skill_db[idx]->require.hp[lv-1];
  3355. sp = skill_db[idx]->require.sp[lv-1];
  3356. hp_rate = skill_db[idx]->require.hp_rate[lv-1];
  3357. sp_rate = skill_db[idx]->require.sp_rate[lv-1];
  3358. state = skill_db[idx]->require.state;
  3359. if( (mhp = skill_db[idx]->require.mhp[lv-1]) > 0 )
  3360. hp += (status->max_hp * mhp) / 100;
  3361. if( hp_rate > 0 )
  3362. hp += (status->hp * hp_rate) / 100;
  3363. else
  3364. hp += (status->max_hp * (-hp_rate)) / 100;
  3365. if( sp_rate > 0 )
  3366. sp += (status->sp * sp_rate) / 100;
  3367. else
  3368. sp += (status->max_sp * (-sp_rate)) / 100;
  3369. if( bl->type == BL_HOM )
  3370. { // Intimacy Requeriments
  3371. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3372. switch( skill )
  3373. {
  3374. case HFLI_SBR44:
  3375. if( hd->homunculus.intimacy <= 200 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  3376. return 0;
  3377. break;
  3378. case HVAN_EXPLOSION:
  3379. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3380. return 0;
  3381. break;
  3382. }
  3383. }
  3384. if( !(type&2) )
  3385. {
  3386. if( hp > 0 && status->hp <= (unsigned int)hp )
  3387. {
  3388. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3389. return 0;
  3390. }
  3391. if( sp > 0 && status->sp <= (unsigned int)sp )
  3392. {
  3393. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3394. return 0;
  3395. }
  3396. }
  3397. if( !type )
  3398. switch( state )
  3399. {
  3400. case ST_MOVE_ENABLE:
  3401. if( !unit_can_move(bl) )
  3402. {
  3403. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3404. return 0;
  3405. }
  3406. break;
  3407. }
  3408. if( !(type&1) )
  3409. return 1;
  3410. // Check item existences
  3411. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3412. {
  3413. index[i] = -1;
  3414. if( itemid[i] < 1 ) continue; // No item
  3415. index[i] = pc_search_inventory(sd, itemid[i]);
  3416. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3417. {
  3418. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3419. return 0;
  3420. }
  3421. }
  3422. // Consume items
  3423. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3424. {
  3425. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3426. }
  3427. if( type&2 )
  3428. return 1;
  3429. if( sp || hp )
  3430. status_zap(bl, hp, sp);
  3431. return 1;
  3432. }
  3433. /*==========================================
  3434. *
  3435. *------------------------------------------*/
  3436. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3437. {
  3438. switch (skill_id) {
  3439. case RL_QD_SHOT:
  3440. {
  3441. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3442. struct unit_data *ud = unit_bl2ud(src);
  3443. if (ud && ud->target == target->id)
  3444. return 1;
  3445. }
  3446. }
  3447. case RL_D_TAIL:
  3448. case RL_HAMMER_OF_GOD:
  3449. if (src->type != BL_PC)
  3450. return 0;
  3451. {
  3452. struct status_change *tsc = status_get_sc(target);
  3453. // Only counts marked target with SC_C_MARKER by caster
  3454. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3455. return 0;
  3456. }
  3457. break;
  3458. }
  3459. return 1;
  3460. }
  3461. /*==========================================
  3462. *
  3463. *------------------------------------------*/
  3464. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3465. {
  3466. struct block_list *src = map_id2bl(id),*target;
  3467. struct unit_data *ud = unit_bl2ud(src);
  3468. struct skill_timerskill *skl;
  3469. struct skill_unit *unit = NULL;
  3470. int range;
  3471. nullpo_ret(src);
  3472. nullpo_ret(ud);
  3473. skl = ud->skilltimerskill[data];
  3474. nullpo_ret(skl);
  3475. ud->skilltimerskill[data] = NULL;
  3476. do {
  3477. if(src->prev == NULL)
  3478. break; // Source not on Map
  3479. if(skl->target_id) {
  3480. target = map_id2bl(skl->target_id);
  3481. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3482. target = src; //Required since it has to warp.
  3483. if(target == NULL)
  3484. break; // Target offline?
  3485. if(target->prev == NULL)
  3486. break; // Target not on Map
  3487. if(src->m != target->m)
  3488. break; // Different Maps
  3489. if(status_isdead(src)) {
  3490. switch(skl->skill_id) {
  3491. case WL_CHAINLIGHTNING_ATK:
  3492. case WL_TETRAVORTEX_FIRE:
  3493. case WL_TETRAVORTEX_WATER:
  3494. case WL_TETRAVORTEX_WIND:
  3495. case WL_TETRAVORTEX_GROUND:
  3496. // For SR_FLASHCOMBO
  3497. case SR_FLASHCOMBO_ATK_STEP1:
  3498. case SR_FLASHCOMBO_ATK_STEP2:
  3499. case SR_FLASHCOMBO_ATK_STEP3:
  3500. case SR_FLASHCOMBO_ATK_STEP4:
  3501. break; // Exceptions
  3502. default:
  3503. continue; // Caster is Dead
  3504. }
  3505. }
  3506. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3507. break;
  3508. switch(skl->skill_id) {
  3509. case KN_AUTOCOUNTER:
  3510. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3511. break;
  3512. case RG_INTIMIDATE:
  3513. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3514. short x,y;
  3515. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3516. if (target != src && !status_isdead(target))
  3517. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3518. }
  3519. break;
  3520. case BA_FROSTJOKER:
  3521. case DC_SCREAM:
  3522. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3523. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3524. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3525. break;
  3526. case NPC_EARTHQUAKE:
  3527. if( skl->type > 1 )
  3528. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3529. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3530. skill_area_temp[1] = src->id;
  3531. skill_area_temp[2] = 0;
  3532. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3533. break;
  3534. case WZ_WATERBALL:
  3535. {
  3536. //Get the next waterball cell to consume
  3537. struct s_skill_unit_layout *layout;
  3538. int i;
  3539. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3540. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3541. int ux = skl->x + layout->dx[i];
  3542. int uy = skl->y + layout->dy[i];
  3543. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3544. if (unit)
  3545. break;
  3546. }
  3547. } // Fall through
  3548. case WZ_JUPITEL:
  3549. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3550. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3551. // Apply canact delay here to prevent hacks (unlimited casting)
  3552. ud->canact_tick = tick + skill_delayfix(src, skl->skill_id, skl->skill_lv);
  3553. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3554. }
  3555. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3556. if(skl->type > 0)
  3557. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3558. skill_delunit(unit); // Consume unit for next waterball
  3559. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3560. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3561. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3562. } else {
  3563. struct status_change *sc = status_get_sc(src);
  3564. if(sc) {
  3565. if(sc->data[SC_SPIRIT] &&
  3566. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3567. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3568. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3569. }
  3570. }
  3571. break;
  3572. case WL_CHAINLIGHTNING_ATK: {
  3573. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3574. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3575. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3576. { // Remaining Chains Hit
  3577. struct block_list *nbl = NULL; // Next Target of Chain
  3578. 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.
  3579. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3580. if( nbl == NULL )
  3581. skl->x++;
  3582. else
  3583. skl->x = 0;
  3584. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3585. }
  3586. }
  3587. break;
  3588. case WL_TETRAVORTEX_FIRE:
  3589. case WL_TETRAVORTEX_WATER:
  3590. case WL_TETRAVORTEX_WIND:
  3591. case WL_TETRAVORTEX_GROUND:
  3592. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3593. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3594. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3595. if (skl->type >= 3) { // Final Hit
  3596. if (!status_isdead(target)) { // Final Status Effect
  3597. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3598. applyeffects[4] = { 0, 0, 0, 0 },
  3599. i, j = 0, k = 0;
  3600. for(i = 1; i <= 8; i = i + i) {
  3601. if (skl->x&i) {
  3602. applyeffects[j] = effects[k];
  3603. j++;
  3604. }
  3605. k++;
  3606. }
  3607. if (j) {
  3608. i = applyeffects[rnd()%j];
  3609. status_change_start(src, target, i, 10000, skl->skill_lv,
  3610. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3611. (i == SC_BURNING ? src->id : 0), 0,
  3612. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3613. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3614. }
  3615. }
  3616. }
  3617. break;
  3618. case WM_REVERBERATION_MELEE:
  3619. case WM_REVERBERATION_MAGIC:
  3620. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3621. break;
  3622. case SC_FATALMENACE:
  3623. if( src == target ) // Casters Part
  3624. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3625. else { // Target's Part
  3626. short x = skl->x, y = skl->y;
  3627. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3628. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3629. }
  3630. break;
  3631. case LG_MOONSLASHER:
  3632. case SR_WINDMILL:
  3633. if( target->type == BL_PC ) {
  3634. struct map_session_data *tsd = NULL;
  3635. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3636. pc_setsit(tsd);
  3637. skill_sit(tsd, 1);
  3638. clif_sitting(&tsd->bl);
  3639. }
  3640. }
  3641. break;
  3642. case SR_KNUCKLEARROW:
  3643. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3644. break;
  3645. case GN_SPORE_EXPLOSION:
  3646. clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL);
  3647. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3648. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3649. break;
  3650. case CH_PALMSTRIKE:
  3651. {
  3652. struct status_change* tsc = status_get_sc(target);
  3653. struct status_change* sc = status_get_sc(src);
  3654. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3655. ( sc && sc->option&OPTION_HIDE ) ){
  3656. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3657. break;
  3658. }
  3659. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3660. break;
  3661. }
  3662. // For SR_FLASHCOMBO
  3663. case SR_FLASHCOMBO_ATK_STEP1:
  3664. case SR_FLASHCOMBO_ATK_STEP2:
  3665. case SR_FLASHCOMBO_ATK_STEP3:
  3666. case SR_FLASHCOMBO_ATK_STEP4:
  3667. if( src->type == BL_PC ) {
  3668. const int use_skill_lv[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  3669. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3670. break;
  3671. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), use_skill_lv[skl->skill_id-SR_FLASHCOMBO_ATK_STEP1]), tick, 0);
  3672. }
  3673. break;
  3674. case RL_SLUGSHOT:
  3675. if (target->type == BL_PC)
  3676. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3677. break;
  3678. default:
  3679. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3680. break;
  3681. }
  3682. }
  3683. else {
  3684. if(src->m != skl->map)
  3685. break;
  3686. switch( skl->skill_id )
  3687. {
  3688. case WZ_METEOR:
  3689. if( skl->type >= 0 )
  3690. {
  3691. int x = skl->type>>16, y = skl->type&0xFFFF;
  3692. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3693. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3694. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
  3695. && !map_getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
  3696. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3697. }
  3698. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3699. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3700. break;
  3701. case GN_CRAZYWEED_ATK:
  3702. {
  3703. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3704. 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);
  3705. }
  3706. case WL_EARTHSTRAIN:
  3707. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3708. break;
  3709. case LG_OVERBRAND_BRANDISH: {
  3710. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3711. int x = src->x, y = src->y;
  3712. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3713. for( i = 0; i < layout->count; i++ )
  3714. 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);
  3715. }
  3716. break;
  3717. case RL_FIRE_RAIN: {
  3718. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3719. 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);
  3720. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3721. }
  3722. break;
  3723. case RL_FALLEN_ANGEL:
  3724. {
  3725. struct map_session_data *sd = (src->type == BL_PC) ? map_id2sd(src->id): NULL;
  3726. if (sd) {
  3727. if (!skill_check_condition_castend(sd,GS_DESPERADO,skl->skill_lv))
  3728. break;
  3729. sd->state.autocast = 1;
  3730. }
  3731. skill_castend_pos2(src,skl->x,skl->y,GS_DESPERADO,skl->skill_lv,tick,skl->flag);
  3732. if (sd) {
  3733. battle_consume_ammo(sd,GS_DESPERADO,skl->skill_lv);
  3734. sd->state.autocast = 0;
  3735. }
  3736. }
  3737. break;
  3738. case NC_MAGMA_ERUPTION:
  3739. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3740. break;
  3741. }
  3742. }
  3743. } while (0);
  3744. //Free skl now that it is no longer needed.
  3745. ers_free(skill_timer_ers, skl);
  3746. return 0;
  3747. }
  3748. /*==========================================
  3749. *
  3750. *------------------------------------------*/
  3751. 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)
  3752. {
  3753. int i;
  3754. struct unit_data *ud;
  3755. nullpo_retr(1, src);
  3756. if (src->prev == NULL)
  3757. return 0;
  3758. ud = unit_bl2ud(src);
  3759. nullpo_retr(1, ud);
  3760. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3761. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3762. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3763. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3764. ud->skilltimerskill[i]->src_id = src->id;
  3765. ud->skilltimerskill[i]->target_id = target;
  3766. ud->skilltimerskill[i]->skill_id = skill_id;
  3767. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3768. ud->skilltimerskill[i]->map = src->m;
  3769. ud->skilltimerskill[i]->x = x;
  3770. ud->skilltimerskill[i]->y = y;
  3771. ud->skilltimerskill[i]->type = type;
  3772. ud->skilltimerskill[i]->flag = flag;
  3773. return 0;
  3774. }
  3775. /*==========================================
  3776. *
  3777. *------------------------------------------*/
  3778. int skill_cleartimerskill (struct block_list *src)
  3779. {
  3780. int i;
  3781. struct unit_data *ud;
  3782. nullpo_ret(src);
  3783. ud = unit_bl2ud(src);
  3784. nullpo_ret(ud);
  3785. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3786. if(ud->skilltimerskill[i]) {
  3787. switch(ud->skilltimerskill[i]->skill_id) {
  3788. case WL_TETRAVORTEX_FIRE:
  3789. case WL_TETRAVORTEX_WATER:
  3790. case WL_TETRAVORTEX_WIND:
  3791. case WL_TETRAVORTEX_GROUND:
  3792. // For SR_FLASHCOMBO
  3793. case SR_FLASHCOMBO_ATK_STEP1:
  3794. case SR_FLASHCOMBO_ATK_STEP2:
  3795. case SR_FLASHCOMBO_ATK_STEP3:
  3796. case SR_FLASHCOMBO_ATK_STEP4:
  3797. continue;
  3798. }
  3799. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3800. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3801. ud->skilltimerskill[i]=NULL;
  3802. }
  3803. }
  3804. return 1;
  3805. }
  3806. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3807. struct skill_unit *su = (TBL_SKILL*)bl;
  3808. struct skill_unit_group *sg = NULL;
  3809. nullpo_ret(su);
  3810. if (bl->type != BL_SKILL)
  3811. return 0;
  3812. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3813. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3814. su->limit = DIFF_TICK(gettick(), sg->tick);
  3815. sg->unit_id = UNT_USED_TRAPS;
  3816. }
  3817. return 1;
  3818. }
  3819. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3820. {
  3821. TBL_SKILL *su = (TBL_SKILL*)bl;
  3822. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3823. { //Reveal trap.
  3824. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3825. //clif_changetraplook(bl, su->group->unit_id);
  3826. clif_getareachar_skillunit(&su->bl, su, AREA, 0);
  3827. return 1;
  3828. }
  3829. return 0;
  3830. }
  3831. /*==========================================
  3832. *
  3833. *
  3834. *------------------------------------------*/
  3835. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3836. {
  3837. struct map_session_data *sd = NULL;
  3838. struct status_data *tstatus;
  3839. struct status_change *sc, *tsc;
  3840. if (skill_id > 0 && !skill_lv) return 0;
  3841. nullpo_retr(1, src);
  3842. nullpo_retr(1, bl);
  3843. if (src->m != bl->m)
  3844. return 1;
  3845. if (bl->prev == NULL)
  3846. return 1;
  3847. sd = BL_CAST(BL_PC, src);
  3848. if (status_isdead(bl))
  3849. return 1;
  3850. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3851. { //GTB makes all targetted magic display miss with a single bolt.
  3852. sc_type sct = status_skill2sc(skill_id);
  3853. if(sct != SC_NONE)
  3854. status_change_end(bl, sct, INVALID_TIMER);
  3855. 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));
  3856. return 1;
  3857. }
  3858. sc = status_get_sc(src);
  3859. tsc = status_get_sc(bl);
  3860. if (sc && !sc->count)
  3861. sc = NULL; //Unneeded
  3862. if (tsc && !tsc->count)
  3863. tsc = NULL;
  3864. tstatus = status_get_status_data(bl);
  3865. map_freeblock_lock();
  3866. switch(skill_id) {
  3867. case MER_CRASH:
  3868. case SM_BASH:
  3869. case MS_BASH:
  3870. case MC_MAMMONITE:
  3871. case TF_DOUBLE:
  3872. case AC_DOUBLE:
  3873. case MA_DOUBLE:
  3874. case AS_SONICBLOW:
  3875. case KN_PIERCE:
  3876. case ML_PIERCE:
  3877. case KN_SPEARBOOMERANG:
  3878. case TF_POISON:
  3879. case TF_SPRINKLESAND:
  3880. case AC_CHARGEARROW:
  3881. case MA_CHARGEARROW:
  3882. case RG_INTIMIDATE:
  3883. case AM_ACIDTERROR:
  3884. case BA_MUSICALSTRIKE:
  3885. case DC_THROWARROW:
  3886. case BA_DISSONANCE:
  3887. case CR_HOLYCROSS:
  3888. case NPC_DARKCROSS:
  3889. case CR_SHIELDCHARGE:
  3890. case CR_SHIELDBOOMERANG:
  3891. case NPC_PIERCINGATT:
  3892. case NPC_MENTALBREAKER:
  3893. case NPC_RANGEATTACK:
  3894. case NPC_CRITICALSLASH:
  3895. case NPC_COMBOATTACK:
  3896. case NPC_GUIDEDATTACK:
  3897. case NPC_POISON:
  3898. case NPC_RANDOMATTACK:
  3899. case NPC_WATERATTACK:
  3900. case NPC_GROUNDATTACK:
  3901. case NPC_FIREATTACK:
  3902. case NPC_WINDATTACK:
  3903. case NPC_POISONATTACK:
  3904. case NPC_HOLYATTACK:
  3905. case NPC_DARKNESSATTACK:
  3906. case NPC_TELEKINESISATTACK:
  3907. case NPC_UNDEADATTACK:
  3908. case NPC_ARMORBRAKE:
  3909. case NPC_WEAPONBRAKER:
  3910. case NPC_HELMBRAKE:
  3911. case NPC_SHIELDBRAKE:
  3912. case NPC_BLINDATTACK:
  3913. case NPC_SILENCEATTACK:
  3914. case NPC_STUNATTACK:
  3915. case NPC_PETRIFYATTACK:
  3916. case NPC_CURSEATTACK:
  3917. case NPC_SLEEPATTACK:
  3918. case LK_AURABLADE:
  3919. case LK_SPIRALPIERCE:
  3920. case ML_SPIRALPIERCE:
  3921. case LK_HEADCRUSH:
  3922. case CG_ARROWVULCAN:
  3923. case HW_MAGICCRASHER:
  3924. case ITM_TOMAHAWK:
  3925. case CH_CHAINCRUSH:
  3926. case CH_TIGERFIST:
  3927. case PA_SHIELDCHAIN: // Shield Chain
  3928. case PA_SACRIFICE:
  3929. case WS_CARTTERMINATION: // Cart Termination
  3930. case AS_VENOMKNIFE:
  3931. case HT_PHANTASMIC:
  3932. case TK_DOWNKICK:
  3933. case TK_COUNTER:
  3934. case GS_CHAINACTION:
  3935. case GS_TRIPLEACTION:
  3936. #ifndef RENEWAL
  3937. case GS_MAGICALBULLET:
  3938. #endif
  3939. case GS_TRACKING:
  3940. case GS_PIERCINGSHOT:
  3941. case GS_RAPIDSHOWER:
  3942. case GS_DUST:
  3943. case GS_DISARM: // Added disarm. [Reddozen]
  3944. case GS_FULLBUSTER:
  3945. case NJ_SYURIKEN:
  3946. case NJ_KUNAI:
  3947. #ifndef RENEWAL
  3948. case ASC_BREAKER:
  3949. #endif
  3950. case HFLI_MOON: //[orn]
  3951. case HFLI_SBR44: //[orn]
  3952. case NPC_BLEEDING:
  3953. case NPC_CRITICALWOUND:
  3954. case NPC_HELLPOWER:
  3955. case RK_SONICWAVE:
  3956. case AB_DUPLELIGHT_MELEE:
  3957. case RA_AIMEDBOLT:
  3958. case NC_AXEBOOMERANG:
  3959. case NC_POWERSWING:
  3960. case NC_MAGMA_ERUPTION:
  3961. case GC_CROSSIMPACT:
  3962. case GC_VENOMPRESSURE:
  3963. case SC_TRIANGLESHOT:
  3964. case SC_FEINTBOMB:
  3965. case LG_BANISHINGPOINT:
  3966. case LG_SHIELDPRESS:
  3967. case LG_RAGEBURST:
  3968. case LG_RAYOFGENESIS:
  3969. case LG_HESPERUSLIT:
  3970. case LG_OVERBRAND:
  3971. case LG_OVERBRAND_BRANDISH:
  3972. case SR_FALLENEMPIRE:
  3973. case SR_FLASHCOMBO_ATK_STEP2:
  3974. case SR_CRESCENTELBOW_AUTOSPELL:
  3975. case SR_GATEOFHELL:
  3976. case SR_GENTLETOUCH_QUIET:
  3977. case WM_SEVERE_RAINSTORM_MELEE:
  3978. case WM_GREAT_ECHO:
  3979. case GN_SLINGITEM_RANGEMELEEATK:
  3980. case KO_SETSUDAN:
  3981. case GC_DARKCROW:
  3982. case RL_MASS_SPIRAL:
  3983. case RL_SLUGSHOT:
  3984. case RL_AM_BLAST:
  3985. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3986. break;
  3987. case NC_BOOSTKNUCKLE:
  3988. case NC_PILEBUNKER:
  3989. case NC_COLDSLOWER:
  3990. if (sd)
  3991. pc_overheat(sd, 1);
  3992. case MO_TRIPLEATTACK:
  3993. case RK_WINDCUTTER:
  3994. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3995. break;
  3996. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3997. switch( rnd()%6 ){
  3998. case 0: flag |= BREAK_ANKLE; break;
  3999. case 1: flag |= BREAK_WRIST; break;
  4000. case 2: flag |= BREAK_KNEE; break;
  4001. case 3: flag |= BREAK_SHOULDER; break;
  4002. case 4: flag |= BREAK_WAIST; break;
  4003. case 5: flag |= BREAK_NECK; break;
  4004. }
  4005. //TODO: is there really no cleaner way to do this?
  4006. sc = status_get_sc(bl);
  4007. if (sc) sc->jb_flag = flag;
  4008. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4009. break;
  4010. case MO_COMBOFINISH:
  4011. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4012. { //Becomes a splash attack when Soul Linked.
  4013. map_foreachinrange(skill_area_sub, bl,
  4014. skill_get_splash(skill_id, skill_lv),splash_target(src),
  4015. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4016. skill_castend_damage_id);
  4017. } else
  4018. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4019. break;
  4020. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4021. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4022. skill_area_temp[1] = 0;
  4023. map_foreachinrange(skill_attack_area, src,
  4024. skill_get_splash(skill_id, skill_lv), splash_target(src),
  4025. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4026. break;
  4027. case KN_CHARGEATK:
  4028. {
  4029. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4030. unsigned int dist = distance_bl(src, bl);
  4031. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4032. // teleport to target (if not on WoE grounds)
  4033. if (skill_check_unit_movepos(3, src, bl->x, bl->y, 0, 1))
  4034. skill_blown(src, src, 1, (dir+4)%8, 0); //Target position is actually one cell next to the target
  4035. // cause damage and knockback if the path to target was a straight one
  4036. if (path) {
  4037. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4038. skill_blown(src, bl, dist, dir, 0);
  4039. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4040. // make the caster look in the direction of the target
  4041. unit_setdir(src, (dir+4)%8);
  4042. }
  4043. }
  4044. break;
  4045. case NC_FLAMELAUNCHER:
  4046. if (sd) pc_overheat(sd,1);
  4047. case SN_SHARPSHOOTING:
  4048. case MA_SHARPSHOOTING:
  4049. case NJ_KAMAITACHI:
  4050. case LG_CANNONSPEAR:
  4051. //It won't shoot through walls since on castend there has to be a direct
  4052. //line of sight between caster and target.
  4053. skill_area_temp[1] = bl->id;
  4054. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  4055. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  4056. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  4057. break;
  4058. case NPC_ACIDBREATH:
  4059. case NPC_DARKNESSBREATH:
  4060. case NPC_FIREBREATH:
  4061. case NPC_ICEBREATH:
  4062. case NPC_THUNDERBREATH:
  4063. skill_area_temp[1] = bl->id;
  4064. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  4065. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  4066. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  4067. break;
  4068. case MO_INVESTIGATE:
  4069. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4070. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4071. break;
  4072. case RG_BACKSTAP:
  4073. {
  4074. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4075. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4076. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4077. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4078. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4079. unit_setdir(bl,dir);
  4080. }
  4081. else if (sd)
  4082. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4083. }
  4084. break;
  4085. case MO_FINGEROFFENSIVE:
  4086. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4087. if (battle_config.finger_offensive_type && sd) {
  4088. int i;
  4089. for (i = 1; i < sd->spiritball_old; i++)
  4090. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4091. }
  4092. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4093. break;
  4094. case MO_CHAINCOMBO:
  4095. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4096. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4097. break;
  4098. #ifndef RENEWAL
  4099. case NJ_ISSEN:
  4100. #endif
  4101. case MO_EXTREMITYFIST:
  4102. {
  4103. struct block_list *mbl = bl; // For NJ_ISSEN
  4104. short x, y, i = 2; // Move 2 cells (From target)
  4105. short dir = map_calc_dir(src,bl->x,bl->y);
  4106. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4107. if (skill_id == MO_EXTREMITYFIST) {
  4108. status_set_sp(src, 0, 0);
  4109. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4110. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4111. #ifdef RENEWAL
  4112. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4113. #endif
  4114. } else {
  4115. status_set_hp(src, 1, 0);
  4116. status_change_end(src, SC_NEN, INVALID_TIMER);
  4117. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4118. }
  4119. if (skill_id == MO_EXTREMITYFIST) {
  4120. mbl = src; // For MO_EXTREMITYFIST
  4121. i = 3; // Move 3 cells (From caster)
  4122. }
  4123. if (dir > 0 && dir < 4)
  4124. x = -i;
  4125. else if (dir > 4)
  4126. x = i;
  4127. else
  4128. x = 0;
  4129. if (dir > 2 && dir < 6)
  4130. y = -i;
  4131. else if (dir == 7 || dir < 2)
  4132. y = i;
  4133. else
  4134. y = 0;
  4135. // Ashura Strike still has slide effect in GVG
  4136. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4137. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4138. clif_blown(src);
  4139. clif_spiritball(src);
  4140. }
  4141. }
  4142. break;
  4143. case HT_POWER:
  4144. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4145. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4146. break;
  4147. //Splash attack skills.
  4148. case AS_GRIMTOOTH:
  4149. case MC_CARTREVOLUTION:
  4150. case NPC_SPLASHATTACK:
  4151. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4152. case AS_SPLASHER:
  4153. case HT_BLITZBEAT:
  4154. case AC_SHOWER:
  4155. case MA_SHOWER:
  4156. case MG_NAPALMBEAT:
  4157. case MG_FIREBALL:
  4158. case RG_RAID:
  4159. case HW_NAPALMVULCAN:
  4160. case NJ_HUUMA:
  4161. case NJ_BAKUENRYU:
  4162. case ASC_METEORASSAULT:
  4163. case GS_DESPERADO:
  4164. case GS_SPREADATTACK:
  4165. case NPC_EARTHQUAKE:
  4166. case NPC_PULSESTRIKE:
  4167. case NPC_HELLJUDGEMENT:
  4168. case NPC_VAMPIRE_GIFT:
  4169. case RK_IGNITIONBREAK:
  4170. case AB_JUDEX:
  4171. case WL_SOULEXPANSION:
  4172. case WL_CRIMSONROCK:
  4173. case WL_JACKFROST:
  4174. case RA_ARROWSTORM:
  4175. case RA_WUGDASH:
  4176. case NC_VULCANARM:
  4177. case NC_SELFDESTRUCTION:
  4178. case NC_AXETORNADO:
  4179. case GC_ROLLINGCUTTER:
  4180. case GC_COUNTERSLASH:
  4181. case LG_MOONSLASHER:
  4182. case LG_EARTHDRIVE:
  4183. case SR_RAMPAGEBLASTER:
  4184. case SR_SKYNETBLOW:
  4185. case SR_FLASHCOMBO_ATK_STEP4:
  4186. case SR_WINDMILL:
  4187. case SR_RIDEINLIGHTNING:
  4188. case WM_REVERBERATION_MELEE:
  4189. case WM_REVERBERATION_MAGIC:
  4190. case SO_VARETYR_SPEAR:
  4191. case GN_CART_TORNADO:
  4192. case GN_CARTCANNON:
  4193. case KO_HAPPOKUNAI:
  4194. case KO_HUUMARANKA:
  4195. case KO_MUCHANAGE:
  4196. case KO_BAKURETSU:
  4197. case GN_ILLUSIONDOPING:
  4198. case RL_FIREDANCE:
  4199. case RL_BANISHING_BUSTER:
  4200. case RL_S_STORM:
  4201. case RL_R_TRIP:
  4202. case MH_XENO_SLASHER:
  4203. case NC_ARMSCANNON:
  4204. if( flag&1 ) {//Recursive invocation
  4205. int sflag = skill_area_temp[0] & 0xFFF;
  4206. int heal = 0;
  4207. struct status_change *tsc = status_get_sc(bl);
  4208. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  4209. break; // Under Hovering characters are immune to select trap and ground target skills.
  4210. if( flag&SD_LEVEL )
  4211. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4212. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4213. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4214. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4215. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4216. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4217. status_heal(src,heal,0,0);
  4218. }
  4219. } else {
  4220. int starget = splash_target(src);
  4221. skill_area_temp[0] = 0;
  4222. skill_area_temp[1] = bl->id;
  4223. skill_area_temp[2] = 0;
  4224. switch ( skill_id ) {
  4225. case NJ_BAKUENRYU:
  4226. case LG_EARTHDRIVE:
  4227. case GN_CARTCANNON:
  4228. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4229. break;
  4230. case LG_MOONSLASHER:
  4231. case MH_XENO_SLASHER:
  4232. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4233. break;
  4234. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4235. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4236. break;
  4237. case WM_REVERBERATION_MELEE:
  4238. case WM_REVERBERATION_MAGIC:
  4239. skill_area_temp[1] = 0;
  4240. starget = BL_CHAR;
  4241. break;
  4242. case WL_CRIMSONROCK:
  4243. skill_area_temp[4] = bl->x;
  4244. skill_area_temp[5] = bl->y;
  4245. break;
  4246. case NC_VULCANARM:
  4247. case NC_ARMSCANNON:
  4248. if (sd)
  4249. pc_overheat(sd, 1);
  4250. break;
  4251. }
  4252. // if skill damage should be split among targets, count them
  4253. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4254. //special case: Venom Splasher uses a different range for searching than for splashing
  4255. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4256. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4257. // recursive invocation of skill_castend_damage_id() with flag|1
  4258. 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);
  4259. if( skill_id == AS_SPLASHER ) {
  4260. map_freeblock_unlock(); // Don't consume a second gemstone.
  4261. return 0;
  4262. }
  4263. }
  4264. break;
  4265. case WL_COMET:
  4266. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4267. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4268. break;
  4269. case SM_MAGNUM:
  4270. case MS_MAGNUM:
  4271. if( flag&1 ) {
  4272. //Damage depends on distance, so add it to flag if it is > 1
  4273. // Cannot hit hidden targets
  4274. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|distance_bl(src, bl));
  4275. }
  4276. break;
  4277. case KN_BRANDISHSPEAR:
  4278. case ML_BRANDISH:
  4279. //Coded apart for it needs the flag passed to the damage calculation.
  4280. if (skill_area_temp[1] != bl->id)
  4281. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4282. else
  4283. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4284. break;
  4285. case KN_BOWLINGBASH:
  4286. case MS_BOWLINGBASH:
  4287. {
  4288. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4289. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4290. c = (skill_lv-(flag&0xFFF)+1)/2;
  4291. // Determine the Bowling Bash area depending on configuration
  4292. if (battle_config.bowling_bash_area == 0) {
  4293. // Gutter line system
  4294. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4295. if(min_x < 0) min_x = 0;
  4296. max_x = min_x + 39;
  4297. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4298. if(min_y < 0) min_y = 0;
  4299. max_y = min_y + 39;
  4300. } else if (battle_config.bowling_bash_area == 1) {
  4301. // Gutter line system without demi gutter bug
  4302. min_x = src->x - (src->x)%40;
  4303. max_x = min_x + 39;
  4304. min_y = src->y - (src->y)%40;
  4305. max_y = min_y + 39;
  4306. } else {
  4307. // Area around caster
  4308. min_x = src->x - battle_config.bowling_bash_area;
  4309. max_x = src->x + battle_config.bowling_bash_area;
  4310. min_y = src->y - battle_config.bowling_bash_area;
  4311. max_y = src->y + battle_config.bowling_bash_area;
  4312. }
  4313. // Initialization, break checks, direction
  4314. if((flag&0xFFF) > 0) {
  4315. // Ignore monsters outside area
  4316. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4317. break;
  4318. // Ignore monsters already in list
  4319. if(idb_exists(bowling_db, bl->id))
  4320. break;
  4321. // Random direction
  4322. dir = rnd()%8;
  4323. } else {
  4324. // Create an empty list of already hit targets
  4325. db_clear(bowling_db);
  4326. // Direction is walkpath
  4327. dir = (unit_getdir(src)+4)%8;
  4328. }
  4329. // Add current target to the list of already hit targets
  4330. idb_put(bowling_db, bl->id, bl);
  4331. // Keep moving target in direction square by square
  4332. tx = bl->x;
  4333. ty = bl->y;
  4334. for(i=0;i<c;i++) {
  4335. // Target coordinates (get changed even if knockback fails)
  4336. tx -= dirx[dir];
  4337. ty -= diry[dir];
  4338. // If target cell is a wall then break
  4339. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4340. break;
  4341. skill_blown(src,bl,1,dir,0);
  4342. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4343. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4344. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4345. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4346. // Recursive call
  4347. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4348. // Self-collision
  4349. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4350. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4351. break;
  4352. }
  4353. }
  4354. // Original hit or chain hit depending on flag
  4355. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4356. }
  4357. break;
  4358. case KN_SPEARSTAB:
  4359. if(flag&1) {
  4360. if (bl->id==skill_area_temp[1])
  4361. break;
  4362. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4363. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4364. } else {
  4365. int x=bl->x,y=bl->y,i,dir;
  4366. dir = map_calc_dir(bl,src->x,src->y);
  4367. skill_area_temp[1] = bl->id;
  4368. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4369. // all the enemies between the caster and the target are hit, as well as the target
  4370. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4371. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4372. for (i=0;i<4;i++) {
  4373. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4374. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4375. x += dirx[dir];
  4376. y += diry[dir];
  4377. }
  4378. }
  4379. break;
  4380. case TK_TURNKICK:
  4381. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4382. {
  4383. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4384. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4385. map_foreachinrange(skill_area_sub,bl,
  4386. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4387. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4388. skill_castend_nodamage_id);
  4389. }
  4390. break;
  4391. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4392. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4393. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0); //Display an absorbed damage attack.
  4394. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4395. break;
  4396. case PR_TURNUNDEAD:
  4397. case ALL_RESURRECTION:
  4398. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4399. break;
  4400. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4401. break;
  4402. case MG_SOULSTRIKE:
  4403. case NPC_DARKSTRIKE:
  4404. case MG_COLDBOLT:
  4405. case MG_FIREBOLT:
  4406. case MG_LIGHTNINGBOLT:
  4407. case WZ_EARTHSPIKE:
  4408. case AL_HEAL:
  4409. case AL_HOLYLIGHT:
  4410. case NPC_DARKTHUNDER:
  4411. case PR_ASPERSIO:
  4412. case MG_FROSTDIVER:
  4413. case WZ_SIGHTBLASTER:
  4414. case WZ_SIGHTRASHER:
  4415. case NJ_KOUENKA:
  4416. case NJ_HYOUSENSOU:
  4417. case NJ_HUUJIN:
  4418. case AB_ADORAMUS:
  4419. case AB_RENOVATIO:
  4420. case AB_HIGHNESSHEAL:
  4421. case AB_DUPLELIGHT_MAGIC:
  4422. case WM_METALICSOUND:
  4423. case KO_KAIHOU:
  4424. case MH_ERASER_CUTTER:
  4425. case RL_B_TRAP:
  4426. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4427. break;
  4428. case NPC_MAGICALATTACK:
  4429. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4430. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4431. break;
  4432. case HVAN_CAPRICE: //[blackhole89]
  4433. {
  4434. int ran=rnd()%4;
  4435. int sid = 0;
  4436. switch(ran)
  4437. {
  4438. case 0: sid=MG_COLDBOLT; break;
  4439. case 1: sid=MG_FIREBOLT; break;
  4440. case 2: sid=MG_LIGHTNINGBOLT; break;
  4441. case 3: sid=WZ_EARTHSPIKE; break;
  4442. }
  4443. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4444. }
  4445. break;
  4446. case WZ_WATERBALL:
  4447. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4448. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4449. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4450. break;
  4451. case WZ_JUPITEL:
  4452. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4453. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4454. break;
  4455. case PR_BENEDICTIO:
  4456. //Should attack undead and demons. [Skotlex]
  4457. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4458. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4459. break;
  4460. case SL_SMA:
  4461. status_change_end(src, SC_SMA, INVALID_TIMER);
  4462. case SL_STIN:
  4463. case SL_STUN:
  4464. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4465. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4467. break;
  4468. }
  4469. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4470. break;
  4471. case NPC_DARKBREATH:
  4472. clif_emotion(src,E_AG);
  4473. case SN_FALCONASSAULT:
  4474. case PA_PRESSURE:
  4475. case CR_ACIDDEMONSTRATION:
  4476. case TF_THROWSTONE:
  4477. #ifdef RENEWAL
  4478. case ASC_BREAKER:
  4479. case GS_MAGICALBULLET:
  4480. #endif
  4481. case NPC_SMOKING:
  4482. case GS_FLING:
  4483. case NJ_ZENYNAGE:
  4484. case GN_THORNS_TRAP:
  4485. case GN_HELLS_PLANT_ATK:
  4486. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4487. break;
  4488. #ifdef RENEWAL
  4489. case NJ_ISSEN: {
  4490. short x, y;
  4491. short dir = map_calc_dir(src, bl->x, bl->y);
  4492. // Move 2 cells (From target)
  4493. if (dir > 0 && dir < 4)
  4494. x = -2;
  4495. else if (dir > 4)
  4496. x = 2;
  4497. else
  4498. x = 0;
  4499. if (dir > 2 && dir < 6)
  4500. y = -2;
  4501. else if (dir == 7 || dir < 2)
  4502. y = 2;
  4503. else
  4504. y = 0;
  4505. // Doesn't have slide effect in GVG
  4506. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  4507. clif_blown(src);
  4508. clif_spiritball(src);
  4509. }
  4510. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4511. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4512. status_change_end(src, SC_NEN, INVALID_TIMER);
  4513. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4514. }
  4515. break;
  4516. #endif
  4517. case RK_DRAGONBREATH_WATER:
  4518. case RK_DRAGONBREATH: {
  4519. struct status_change *tsc2 = NULL;
  4520. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4521. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4522. } else
  4523. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4524. }
  4525. break;
  4526. case NPC_SELFDESTRUCTION: {
  4527. struct status_change *tsc2 = NULL;
  4528. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4529. break;
  4530. }
  4531. case HVAN_EXPLOSION:
  4532. if (src != bl)
  4533. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4534. break;
  4535. // Celest
  4536. case PF_SOULBURN:
  4537. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4538. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4539. if (skill_lv == 5)
  4540. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4541. status_percent_damage(src, bl, 0, 100, false);
  4542. } else {
  4543. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4544. if (skill_lv == 5)
  4545. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4546. status_percent_damage(src, src, 0, 100, false);
  4547. }
  4548. break;
  4549. case NPC_BLOODDRAIN:
  4550. case NPC_ENERGYDRAIN:
  4551. {
  4552. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4553. src, src, bl, skill_id, skill_lv, tick, flag);
  4554. if (heal > 0){
  4555. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4556. status_heal(src, heal, 0, 0);
  4557. }
  4558. }
  4559. break;
  4560. case GS_BULLSEYE:
  4561. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4562. break;
  4563. case NJ_KASUMIKIRI:
  4564. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4565. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4566. break;
  4567. case NJ_KIRIKAGE:
  4568. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4569. { //You don't move on GVG grounds.
  4570. short x, y;
  4571. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4572. if (unit_movepos(src, x, y, 0, 0)) {
  4573. clif_blown(src);
  4574. }
  4575. }
  4576. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4577. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4578. break;
  4579. case RK_HUNDREDSPEAR:
  4580. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4581. if(rnd()%100 < (10 + 3*skill_lv)) {
  4582. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4583. if( !skill_req )
  4584. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4585. skill_blown(src,bl,6,-1,0);
  4586. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4587. }
  4588. break;
  4589. case RK_PHANTOMTHRUST:
  4590. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4591. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4592. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4593. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4594. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4595. break;
  4596. case RK_STORMBLAST:
  4597. if( flag&1 )
  4598. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4599. else {
  4600. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4601. 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);
  4602. }
  4603. break;
  4604. case GC_DARKILLUSION:
  4605. {
  4606. short x, y;
  4607. short dir = map_calc_dir(src,bl->x,bl->y);
  4608. if( dir > 0 && dir < 4) x = 2;
  4609. else if( dir > 4 ) x = -2;
  4610. else x = 0;
  4611. if( dir > 2 && dir < 6 ) y = 2;
  4612. else if( dir == 7 || dir < 2 ) y = -2;
  4613. else y = 0;
  4614. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4615. clif_blown(src);
  4616. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4617. if( rnd()%100 < 4 * skill_lv )
  4618. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4619. }
  4620. }
  4621. break;
  4622. case GC_WEAPONCRUSH:
  4623. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4624. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4625. else if( sd )
  4626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4627. break;
  4628. case GC_CROSSRIPPERSLASHER:
  4629. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4630. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4631. else
  4632. {
  4633. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4634. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4635. }
  4636. break;
  4637. case GC_PHANTOMMENACE:
  4638. if (flag&1) { // Only Hits Invisible Targets
  4639. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4640. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4641. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4642. }
  4643. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4644. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4645. }
  4646. break;
  4647. case WL_CHAINLIGHTNING:
  4648. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4649. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4650. break;
  4651. case WL_DRAINLIFE:
  4652. {
  4653. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4654. int rate = 70 + 5 * skill_lv;
  4655. heal = heal * (5 + 5 * skill_lv) / 100;
  4656. if( bl->type == BL_SKILL )
  4657. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4658. if( heal && rnd()%100 < rate )
  4659. {
  4660. status_heal(src, heal, 0, 0);
  4661. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4662. }
  4663. }
  4664. break;
  4665. case WL_TETRAVORTEX:
  4666. if( sd && sc ) { // No SC? No spheres
  4667. int spheres[5] = { 0, 0, 0, 0, 0 },
  4668. positions[5] = {-1,-1,-1,-1,-1 },
  4669. i, j = 0, k, subskill = 0;
  4670. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4671. if( sc->data[i] ) {
  4672. spheres[j] = i;
  4673. positions[j] = sc->data[i]->val2;
  4674. j++;
  4675. }
  4676. // Sphere Sort, this time from new to old
  4677. for( i = 0; i <= j - 2; i++ )
  4678. for( k = i + 1; k <= j - 1; k++ )
  4679. if( positions[i] < positions[k] ) {
  4680. swap(positions[i],positions[k]);
  4681. swap(spheres[i],spheres[k]);
  4682. }
  4683. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4684. status_change_end(src, spheres[4], INVALID_TIMER);
  4685. j = 4;
  4686. }
  4687. k = 0;
  4688. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4689. switch( sc->data[spheres[i]]->val1 ) {
  4690. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4691. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4692. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4693. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4694. }
  4695. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4696. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4697. status_change_end(src, spheres[i], INVALID_TIMER);
  4698. }
  4699. }
  4700. break;
  4701. case WL_RELEASE:
  4702. if( sd )
  4703. {
  4704. int i;
  4705. // Priority is to release SpellBook
  4706. if( sc && sc->data[SC_FREEZE_SP] )
  4707. { // SpellBook
  4708. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4709. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4710. int cooldown;
  4711. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4712. if( sc->data[i] ) spell[s++] = i;
  4713. if ( s == 0 )
  4714. break;
  4715. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  4716. if(sc->data[i] ){// Now extract the data from the preserved spell
  4717. pres_skill_id = sc->data[i]->val1;
  4718. pres_skill_lv = sc->data[i]->val2;
  4719. point = sc->data[i]->val3;
  4720. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4721. }else //something went wrong :(
  4722. break;
  4723. if( sc->data[SC_FREEZE_SP]->val2 > point )
  4724. sc->data[SC_FREEZE_SP]->val2 -= point;
  4725. else // Last spell to be released
  4726. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  4727. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4728. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4729. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4730. break;
  4731. // Get the requirement for the preserved skill
  4732. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  4733. switch( skill_get_casttype(pres_skill_id) )
  4734. {
  4735. case CAST_GROUND:
  4736. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4737. break;
  4738. case CAST_NODAMAGE:
  4739. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4740. break;
  4741. case CAST_DAMAGE:
  4742. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4743. break;
  4744. }
  4745. sd->ud.canact_tick = tick + skill_delayfix(src, pres_skill_id, pres_skill_lv);
  4746. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4747. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4748. if( cooldown )
  4749. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4750. }
  4751. else
  4752. { // Summon Balls
  4753. int j = 0, k;
  4754. int spheres[5] = { 0, 0, 0, 0, 0 },
  4755. positions[5] = {-1,-1,-1,-1,-1 };
  4756. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4757. if( sc && sc->data[i] )
  4758. {
  4759. spheres[j] = i;
  4760. positions[j] = sc->data[i]->val2;
  4761. sc->data[i]->val2--; // Prepares for next position
  4762. j++;
  4763. }
  4764. if( j == 0 )
  4765. { // No Spheres
  4766. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4767. break;
  4768. }
  4769. // Sphere Sort
  4770. for( i = 0; i <= j - 2; i++ )
  4771. for( k = i + 1; k <= j - 1; k++ )
  4772. if( positions[i] > positions[k] )
  4773. {
  4774. swap(positions[i],positions[k]);
  4775. swap(spheres[i],spheres[k]);
  4776. }
  4777. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4778. for( i = 0; i < j; i++ )
  4779. {
  4780. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4781. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4782. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4783. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4784. }
  4785. clif_skill_nodamage(src,bl,skill_id,0,1);
  4786. }
  4787. }
  4788. break;
  4789. case WL_FROSTMISTY:
  4790. // Causes Freezing status through walls.
  4791. 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));
  4792. // Doesn't deal damage through non-shootable walls.
  4793. 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)) )
  4794. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4795. break;
  4796. case WL_HELLINFERNO:
  4797. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4798. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4799. break;
  4800. case RA_WUGSTRIKE:
  4801. if( sd && pc_isridingwug(sd) ){
  4802. short x[8]={0,-1,-1,-1,0,1,1,1};
  4803. short y[8]={1,1,0,-1,-1,-1,0,1};
  4804. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4805. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4806. clif_blown(src);
  4807. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4808. }
  4809. break;
  4810. }
  4811. case RA_WUGBITE:
  4812. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4813. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4814. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4815. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4816. break;
  4817. case RA_SENSITIVEKEEN:
  4818. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4819. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4820. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4821. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4822. }
  4823. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4824. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4825. } else {
  4826. struct skill_unit *su = NULL;
  4827. struct skill_unit_group* sg;
  4828. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4829. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4830. {
  4831. struct item item_tmp;
  4832. memset(&item_tmp,0,sizeof(item_tmp));
  4833. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4834. item_tmp.identify = 1;
  4835. if( item_tmp.nameid )
  4836. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  4837. }
  4838. skill_delunit(su);
  4839. }
  4840. }
  4841. break;
  4842. case NC_INFRAREDSCAN:
  4843. if( flag&1 ) {
  4844. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4845. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4846. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4847. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  4848. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4849. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  4850. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4851. } else {
  4852. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4853. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4854. if( sd ) pc_overheat(sd,1);
  4855. }
  4856. break;
  4857. case NC_MAGNETICFIELD:
  4858. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4859. break;
  4860. case SC_FATALMENACE:
  4861. if( flag&1 )
  4862. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4863. else
  4864. {
  4865. short x, y;
  4866. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4867. // Destination area
  4868. skill_area_temp[4] = x;
  4869. skill_area_temp[5] = y;
  4870. 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);
  4871. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4872. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4873. }
  4874. break;
  4875. case LG_PINPOINTATTACK:
  4876. if (skill_check_unit_movepos(3, src, bl->x, bl->y, 1, 1))
  4877. clif_blown(src);
  4878. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4879. break;
  4880. case LG_SHIELDSPELL:
  4881. if (skill_lv == 1)
  4882. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4883. else if (skill_lv == 2)
  4884. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4885. break;
  4886. case SR_DRAGONCOMBO:
  4887. case SR_FLASHCOMBO_ATK_STEP1:
  4888. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4889. break;
  4890. case SR_KNUCKLEARROW:
  4891. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4892. dir_ka = map_calc_dir(bl, src->x, src->y);
  4893. // Has slide effect
  4894. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  4895. clif_blown(src);
  4896. if( flag&1 )
  4897. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4898. else
  4899. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4900. break;
  4901. case SR_HOWLINGOFLION:
  4902. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4903. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4904. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4905. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4906. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4907. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4908. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4909. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4910. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4911. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4912. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4913. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4914. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4915. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4916. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4917. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4918. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4919. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4920. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4921. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4922. break;
  4923. case SR_EARTHSHAKER:
  4924. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4925. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4926. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4927. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4928. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  4929. } else {
  4930. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4931. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4932. }
  4933. break;
  4934. case SR_TIGERCANNON:
  4935. case SR_FLASHCOMBO_ATK_STEP3:
  4936. if (flag&1) {
  4937. if (skill_area_temp[3] == skill_id && skill_area_temp_i64[0]) { // Safe check
  4938. if (skill_area_temp[1] != bl->id) {
  4939. int64 dmg = skill_area_temp_i64[0];
  4940. bool infdef = is_infinite_defense(bl, skill_get_type(skill_id));
  4941. if (infdef)
  4942. dmg = 1;
  4943. status_damage(src, bl, dmg, 0, 0, 0);
  4944. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4945. clif_skill_damage(src, bl, tick, status_get_amotion(bl), 0, dmg, 1, skill_id, skill_lv, 6);
  4946. }
  4947. }
  4948. else { // Somehow, we failed
  4949. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4950. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4951. }
  4952. }
  4953. else if (sd) {
  4954. skill_area_temp[1] = bl->id;
  4955. skill_area_temp[3] = skill_id;
  4956. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|8); // Only do attack calculation once
  4957. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4958. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4959. }
  4960. break;
  4961. case SO_POISON_BUSTER: {
  4962. struct status_change *tsc2 = status_get_sc(bl);
  4963. if( tsc2 && tsc2->data[SC_POISON] ) {
  4964. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4965. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4966. }
  4967. else if( sd )
  4968. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4969. }
  4970. break;
  4971. case GN_SPORE_EXPLOSION:
  4972. if( flag&1 )
  4973. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4974. else {
  4975. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4976. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4977. }
  4978. break;
  4979. case GN_DEMONIC_FIRE:
  4980. case GN_FIRE_EXPANSION_ACID:
  4981. if (flag&1)
  4982. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4983. break;
  4984. case KO_JYUMONJIKIRI: {
  4985. short x, y;
  4986. short dir = map_calc_dir(src,bl->x,bl->y);
  4987. if (dir > 0 && dir < 4)
  4988. x = 2;
  4989. else if (dir > 4)
  4990. x = -2;
  4991. else
  4992. x = 0;
  4993. if (dir > 2 && dir < 6)
  4994. y = 2;
  4995. else if (dir == 7 || dir < 2)
  4996. y = -2;
  4997. else
  4998. y = 0;
  4999. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5000. clif_blown(src);
  5001. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5002. }
  5003. }
  5004. break;
  5005. case EL_FIRE_BOMB:
  5006. case EL_FIRE_WAVE:
  5007. case EL_WATER_SCREW:
  5008. case EL_HURRICANE:
  5009. case EL_TYPOON_MIS:
  5010. if( flag&1 )
  5011. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5012. else {
  5013. int i = skill_get_splash(skill_id,skill_lv);
  5014. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5015. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5016. if( rnd()%100 < 30 )
  5017. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5018. else
  5019. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5020. }
  5021. break;
  5022. case EL_ROCK_CRUSHER:
  5023. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5024. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5025. if( rnd()%100 < 50 )
  5026. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5027. else
  5028. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5029. break;
  5030. case EL_STONE_RAIN:
  5031. if( flag&1 )
  5032. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5033. else {
  5034. int i = skill_get_splash(skill_id,skill_lv);
  5035. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5036. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5037. if( rnd()%100 < 30 )
  5038. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5039. else
  5040. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5041. }
  5042. break;
  5043. case EL_FIRE_ARROW:
  5044. case EL_ICE_NEEDLE:
  5045. case EL_WIND_SLASH:
  5046. case EL_STONE_HAMMER:
  5047. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5048. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5049. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5050. break;
  5051. case EL_TIDAL_WEAPON:
  5052. if( src->type == BL_ELEM ) {
  5053. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5054. struct status_change *sc2 = status_get_sc(&ele->bl);
  5055. struct status_change *tsc2 = status_get_sc(bl);
  5056. sc_type type = status_skill2sc(skill_id), type2;
  5057. type2 = type-1;
  5058. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5059. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5060. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  5061. elemental_clean_single_effect(ele, skill_id);
  5062. }
  5063. if( rnd()%100 < 50 )
  5064. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5065. else {
  5066. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5067. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5068. }
  5069. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5070. }
  5071. break;
  5072. //recursive homon skill
  5073. case MH_MAGMA_FLOW:
  5074. case MH_HEILIGE_STANGE:
  5075. if(flag&1){
  5076. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5077. break;//chance to not trigger atk for magma
  5078. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5079. }
  5080. else
  5081. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5082. break;
  5083. case MH_STAHL_HORN:
  5084. case MH_NEEDLE_OF_PARALYZE:
  5085. case MH_SONIC_CRAW:
  5086. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5087. break;
  5088. case MH_MIDNIGHT_FRENZY:
  5089. case MH_SILVERVEIN_RUSH:
  5090. {
  5091. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5092. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5093. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  5094. }
  5095. break;
  5096. case MH_TINDER_BREAKER:
  5097. case MH_CBC:
  5098. case MH_EQC:
  5099. {
  5100. int duration = 0;
  5101. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5102. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5103. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5104. clif_blown(src);
  5105. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5106. }
  5107. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5108. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5109. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  5110. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5111. }
  5112. break;
  5113. case RL_H_MINE:
  5114. if (!(flag&1)) {
  5115. // Direct attack
  5116. if (!sd || !sd->flicker) {
  5117. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5118. 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);
  5119. break;
  5120. }
  5121. // Triggered by RL_FLICKER
  5122. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5123. // Splash damage around it!
  5124. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5125. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5126. flag |= 1; // Don't consume requirement
  5127. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5128. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5129. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5130. }
  5131. }
  5132. else
  5133. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5134. if (sd && sd->flicker)
  5135. flag |= 1; // Don't consume requirement
  5136. break;
  5137. case RL_HAMMER_OF_GOD:
  5138. if (!(flag&1)) {
  5139. if (!sd) {
  5140. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5141. break;
  5142. }
  5143. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  5144. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  5145. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5146. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5147. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5148. }
  5149. }
  5150. else
  5151. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5152. if ((flag&8))
  5153. flag |= 1;
  5154. break;
  5155. case RL_QD_SHOT:
  5156. case RL_D_TAIL:
  5157. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  5158. int sflag = flag;
  5159. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5160. break;
  5161. if (flag&1)
  5162. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5163. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5164. if (sd) {
  5165. if (skill_id != RL_D_TAIL)
  5166. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5167. }
  5168. }
  5169. break;
  5170. case 0:/* no skill - basic/normal attack */
  5171. if(sd) {
  5172. if (flag & 3){
  5173. if (bl->id != skill_area_temp[1])
  5174. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5175. } else {
  5176. skill_area_temp[1] = bl->id;
  5177. map_foreachinrange(skill_area_sub, bl,
  5178. sd->bonus.splash_range, BL_CHAR,
  5179. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5180. skill_castend_damage_id);
  5181. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5182. }
  5183. }
  5184. break;
  5185. default:
  5186. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5187. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5188. 0, abs(skill_get_num(skill_id, skill_lv)),
  5189. skill_id, skill_lv, skill_get_hit(skill_id));
  5190. map_freeblock_unlock();
  5191. return 1;
  5192. }
  5193. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5194. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5195. map_freeblock_unlock();
  5196. if( sd && !(flag&1) )
  5197. {// ensure that the skill last-cast tick is recorded
  5198. tick = gettick();
  5199. switch (skill_id) {
  5200. //These skill don't call skill_attack right away and allow to cast a second spell before the first skill deals damage
  5201. case WZ_JUPITEL:
  5202. case WZ_WATERBALL:
  5203. //Only allow the double-cast trick every 2000ms to prevent hacks
  5204. if (DIFF_TICK(tick, sd->canskill_tick) > 2000) {
  5205. sd->ud.canact_tick = tick;
  5206. sd->canskill_tick = tick-2000+TIMERSKILL_INTERVAL;
  5207. break;
  5208. }
  5209. //Fall through
  5210. default:
  5211. sd->canskill_tick = tick;
  5212. break;
  5213. }
  5214. if( sd->state.arrow_atk )
  5215. {// consume arrow on last invocation to this skill.
  5216. battle_consume_ammo(sd, skill_id, skill_lv);
  5217. }
  5218. // perform skill requirement consumption
  5219. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5220. }
  5221. return 0;
  5222. }
  5223. /**
  5224. * Use no-damage skill from 'src' to 'bl
  5225. * @param src Caster
  5226. * @param bl Target of the skill, bl maybe same with src for self skill
  5227. * @param skill_id
  5228. * @param skill_lv
  5229. * @param tick
  5230. * @param flag Various value, &1: Recursive effect
  5231. **/
  5232. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5233. {
  5234. struct map_session_data *sd, *dstsd;
  5235. struct mob_data *md, *dstmd;
  5236. struct homun_data *hd;
  5237. struct mercenary_data *mer;
  5238. struct status_data *sstatus, *tstatus;
  5239. struct status_change *tsc;
  5240. struct status_change_entry *tsce;
  5241. int chorusbonus = 0;
  5242. int i = 0;
  5243. enum sc_type type;
  5244. if(skill_id > 0 && !skill_lv) return 0; // celest
  5245. nullpo_retr(1, src);
  5246. nullpo_retr(1, bl);
  5247. if (src->m != bl->m)
  5248. return 1;
  5249. sd = BL_CAST(BL_PC, src);
  5250. hd = BL_CAST(BL_HOM, src);
  5251. md = BL_CAST(BL_MOB, src);
  5252. mer = BL_CAST(BL_MER, src);
  5253. dstsd = BL_CAST(BL_PC, bl);
  5254. dstmd = BL_CAST(BL_MOB, bl);
  5255. if(bl->prev == NULL)
  5256. return 1;
  5257. if(status_isdead(src))
  5258. return 1;
  5259. if( src != bl && status_isdead(bl) ) {
  5260. switch( skill_id ) { // Skills that may be cast on dead targets
  5261. case NPC_WIDESOULDRAIN:
  5262. case PR_REDEMPTIO:
  5263. case ALL_RESURRECTION:
  5264. case WM_DEADHILLHERE:
  5265. break;
  5266. default:
  5267. return 1;
  5268. }
  5269. }
  5270. tstatus = status_get_status_data(bl);
  5271. sstatus = status_get_status_data(src);
  5272. // Minstrel/Wanderer number check for chorus skills.
  5273. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5274. if( sd && sd->status.party_id ) {
  5275. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5276. if( chorusbonus > 7 )
  5277. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5278. else if( chorusbonus > 2 )
  5279. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5280. }
  5281. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5282. switch (skill_id) {
  5283. case HLIF_HEAL: //[orn]
  5284. if (bl->type != BL_HOM) {
  5285. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5286. break ;
  5287. }
  5288. case AL_HEAL:
  5289. case ALL_RESURRECTION:
  5290. case PR_ASPERSIO:
  5291. case AB_RENOVATIO:
  5292. case AB_HIGHNESSHEAL:
  5293. //Apparently only player casted skills can be offensive like this.
  5294. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5295. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5296. //Offensive heal does not works on non-enemies. [Skotlex]
  5297. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5298. return 0;
  5299. }
  5300. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5301. }
  5302. break;
  5303. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5304. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5305. case MH_STEINWAND: {
  5306. struct block_list *s_src = battle_get_master(src);
  5307. short ret = 0;
  5308. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5309. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5310. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5311. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5312. if (hd)
  5313. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5314. return ret;
  5315. }
  5316. break;
  5317. default:
  5318. //Skill is actually ground placed.
  5319. if (src == bl && skill_get_unit_id(skill_id,0))
  5320. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5321. }
  5322. type = status_skill2sc(skill_id);
  5323. tsc = status_get_sc(bl);
  5324. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5325. if (src!=bl && type > -1 &&
  5326. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5327. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5328. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5329. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5330. map_freeblock_lock();
  5331. switch(skill_id)
  5332. {
  5333. case HLIF_HEAL: //[orn]
  5334. case AL_HEAL:
  5335. case AB_HIGHNESSHEAL:
  5336. {
  5337. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5338. int heal_get_jobexp;
  5339. if( status_isimmune(bl) ||
  5340. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  5341. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  5342. heal=0;
  5343. if( tsc && tsc->count ) {
  5344. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5345. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5346. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5347. if (src == bl)
  5348. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5349. else {
  5350. bl = src;
  5351. dstsd = sd;
  5352. }
  5353. }
  5354. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5355. heal = 0; //Needed so that it actually displays 0 when healing.
  5356. }
  5357. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5358. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5359. heal = ~heal + 1;
  5360. heal_get_jobexp = status_heal(bl,heal,0,0);
  5361. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5362. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5363. if (heal_get_jobexp <= 0)
  5364. heal_get_jobexp = 1;
  5365. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5366. }
  5367. }
  5368. break;
  5369. case PR_REDEMPTIO:
  5370. if (sd && !(flag&1)) {
  5371. if (sd->status.party_id == 0) {
  5372. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5373. break;
  5374. }
  5375. skill_area_temp[0] = 0;
  5376. party_foreachsamemap(skill_area_sub,
  5377. sd,skill_get_splash(skill_id, skill_lv),
  5378. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5379. skill_castend_nodamage_id);
  5380. if (skill_area_temp[0] == 0) {
  5381. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5382. break;
  5383. }
  5384. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5385. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5386. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5387. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5388. clif_updatestatus(sd,SP_BASEEXP);
  5389. clif_updatestatus(sd,SP_JOBEXP);
  5390. }
  5391. status_set_hp(src, 1, 0);
  5392. status_set_sp(src, 0, 0);
  5393. break;
  5394. } else if (status_isdead(bl) && flag&1) { //Revive
  5395. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5396. skill_lv = 3; //Resurrection level 3 is used
  5397. } else //Invalid target, skip resurrection.
  5398. break;
  5399. case ALL_RESURRECTION:
  5400. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5401. { //No reviving in WoE grounds!
  5402. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5403. break;
  5404. }
  5405. if (!status_isdead(bl))
  5406. break;
  5407. {
  5408. int per = 0, sper = 0;
  5409. if (tsc && tsc->data[SC_HELLPOWER])
  5410. break;
  5411. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5412. break;
  5413. switch(skill_lv){
  5414. case 1: per=10; break;
  5415. case 2: per=30; break;
  5416. case 3: per=50; break;
  5417. case 4: per=80; break;
  5418. }
  5419. if(dstsd && dstsd->special_state.restart_full_recover)
  5420. per = sper = 100;
  5421. if (status_revive(bl, per, sper))
  5422. {
  5423. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5424. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5425. {
  5426. int exp = 0,jexp = 0;
  5427. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5428. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5429. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5430. if (exp < 1) exp = 1;
  5431. }
  5432. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5433. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5434. if (jexp < 1) jexp = 1;
  5435. }
  5436. if(exp > 0 || jexp > 0)
  5437. pc_gainexp (sd, bl, exp, jexp, false);
  5438. }
  5439. }
  5440. }
  5441. break;
  5442. case AL_DECAGI:
  5443. case MER_DECAGI:
  5444. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5445. 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)));
  5446. break;
  5447. case AL_CRUCIS:
  5448. if (flag&1)
  5449. 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));
  5450. else {
  5451. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5452. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5453. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5454. }
  5455. break;
  5456. case PR_LEXDIVINA:
  5457. case MER_LEXDIVINA:
  5458. if( tsce )
  5459. status_change_end(bl,type, INVALID_TIMER);
  5460. else
  5461. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5462. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5463. break;
  5464. case SA_ABRACADABRA:
  5465. if (!skill_abra_count) {
  5466. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5467. break;
  5468. }
  5469. else {
  5470. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5471. do {
  5472. i = rnd() % MAX_SKILL_ABRA_DB;
  5473. abra_skill_id = skill_abra_db[i].skill_id;
  5474. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5475. } while ( checked++ < checked_max &&
  5476. (abra_skill_id == 0 ||
  5477. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5478. if (!skill_get_index(abra_skill_id))
  5479. break;
  5480. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5481. if( sd )
  5482. {// player-casted
  5483. sd->state.abra_flag = 1;
  5484. sd->skillitem = abra_skill_id;
  5485. sd->skillitemlv = abra_skill_lv;
  5486. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5487. }
  5488. else
  5489. {// mob-casted
  5490. struct unit_data *ud = unit_bl2ud(src);
  5491. int inf = skill_get_inf(abra_skill_id);
  5492. if (!ud) break;
  5493. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5494. if (src->type == BL_PET)
  5495. bl = (struct block_list*)((TBL_PET*)src)->master;
  5496. if (!bl) bl = src;
  5497. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5498. } else { //Assume offensive skills
  5499. int target_id = 0;
  5500. if (ud->target)
  5501. target_id = ud->target;
  5502. else switch (src->type) {
  5503. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5504. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5505. }
  5506. if (!target_id)
  5507. break;
  5508. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5509. bl = map_id2bl(target_id);
  5510. if (!bl) bl = src;
  5511. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5512. } else
  5513. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5514. }
  5515. }
  5516. }
  5517. break;
  5518. case SA_COMA:
  5519. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5520. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5521. break;
  5522. case SA_FULLRECOVERY:
  5523. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5524. if (status_isimmune(bl))
  5525. break;
  5526. status_percent_heal(bl, 100, 100);
  5527. break;
  5528. case NPC_ALLHEAL:
  5529. {
  5530. int heal;
  5531. if( status_isimmune(bl) )
  5532. break;
  5533. heal = status_percent_heal(bl, 100, 0);
  5534. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5535. if( dstmd )
  5536. { // Reset Damage Logs
  5537. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5538. dstmd->tdmg = 0;
  5539. }
  5540. }
  5541. break;
  5542. case SA_SUMMONMONSTER:
  5543. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5544. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5545. break;
  5546. case SA_LEVELUP:
  5547. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5548. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5549. break;
  5550. case SA_INSTANTDEATH:
  5551. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5552. status_kill(src);
  5553. break;
  5554. case SA_QUESTION:
  5555. clif_emotion(src,E_WHAT);
  5556. case SA_GRAVITY:
  5557. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5558. break;
  5559. case SA_CLASSCHANGE:
  5560. case SA_MONOCELL:
  5561. if (dstmd)
  5562. {
  5563. int class_;
  5564. if ( sd && dstmd->status.mode&MD_BOSS )
  5565. {
  5566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5567. break;
  5568. }
  5569. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0));
  5570. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5571. mob_class_change(dstmd,class_);
  5572. if( tsc && dstmd->status.mode&MD_BOSS )
  5573. {
  5574. 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 };
  5575. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5576. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5577. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5578. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5579. }
  5580. }
  5581. break;
  5582. case SA_DEATH:
  5583. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5584. {
  5585. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5586. break;
  5587. }
  5588. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5589. status_kill(bl);
  5590. break;
  5591. case SA_REVERSEORCISH:
  5592. case ALL_REVERSEORCISH:
  5593. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5594. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5595. break;
  5596. case SA_FORTUNE:
  5597. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5598. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5599. break;
  5600. case SA_TAMINGMONSTER:
  5601. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5602. if (sd && dstmd) {
  5603. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5604. if( i < MAX_PET_DB )
  5605. pet_catch_process1(sd, dstmd->mob_id);
  5606. }
  5607. break;
  5608. case CR_PROVIDENCE:
  5609. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5610. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5611. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5612. map_freeblock_unlock();
  5613. return 1;
  5614. }
  5615. }
  5616. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5617. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5618. break;
  5619. case CG_MARIONETTE:
  5620. {
  5621. struct status_change* sc = status_get_sc(src);
  5622. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5623. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5624. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5625. map_freeblock_unlock();
  5626. return 1;
  5627. }
  5628. if( sc && tsc )
  5629. {
  5630. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5631. {
  5632. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5633. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5634. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5635. }
  5636. else
  5637. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5638. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5639. {
  5640. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5641. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5642. }
  5643. else
  5644. {
  5645. if( sd )
  5646. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5647. map_freeblock_unlock();
  5648. return 1;
  5649. }
  5650. }
  5651. }
  5652. break;
  5653. case RG_CLOSECONFINE:
  5654. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5655. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5656. break;
  5657. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5658. case SA_FROSTWEAPON:
  5659. case SA_LIGHTNINGLOADER:
  5660. case SA_SEISMICWEAPON:
  5661. if (dstsd) {
  5662. if(dstsd->status.weapon == W_FIST ||
  5663. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5664. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5665. dstsd->sc.data[SC_FIREWEAPON] ||
  5666. dstsd->sc.data[SC_WATERWEAPON] ||
  5667. dstsd->sc.data[SC_WINDWEAPON] ||
  5668. dstsd->sc.data[SC_EARTHWEAPON] ||
  5669. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5670. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5671. dstsd->sc.data[SC_ENCPOISON]
  5672. ))
  5673. ) {
  5674. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5675. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5676. break;
  5677. }
  5678. }
  5679. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5680. 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)))) {
  5681. if (sd)
  5682. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5683. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5684. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5685. }
  5686. break;
  5687. case PR_ASPERSIO:
  5688. if (sd && dstmd) {
  5689. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5690. break;
  5691. }
  5692. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5693. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5694. break;
  5695. case ITEM_ENCHANTARMS:
  5696. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5697. sc_start2(src,bl,type,100,skill_lv,
  5698. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5699. break;
  5700. case TK_SEVENWIND:
  5701. switch(skill_get_ele(skill_id,skill_lv)) {
  5702. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5703. case ELE_WIND : type = SC_WINDWEAPON; break;
  5704. case ELE_WATER : type = SC_WATERWEAPON; break;
  5705. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5706. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5707. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5708. case ELE_HOLY : type = SC_ASPERSIO; break;
  5709. }
  5710. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5711. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5712. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5713. break;
  5714. case PR_KYRIE:
  5715. case MER_KYRIE:
  5716. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5717. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5718. break;
  5719. //Passive Magnum, should had been casted on yourself.
  5720. case SM_MAGNUM:
  5721. case MS_MAGNUM:
  5722. skill_area_temp[1] = 0;
  5723. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5724. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5725. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5726. // Initiate 20% of your damage becomes fire element.
  5727. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5728. if( sd )
  5729. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5730. else if( bl->type == BL_MER )
  5731. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5732. break;
  5733. case TK_JUMPKICK:
  5734. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5735. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5736. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  5737. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5738. clif_blown(src);
  5739. }
  5740. } else
  5741. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5742. break;
  5743. case AL_INCAGI:
  5744. case AL_BLESSING:
  5745. case MER_INCAGI:
  5746. case MER_BLESSING:
  5747. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5748. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5749. break;
  5750. }
  5751. case PR_SLOWPOISON:
  5752. case PR_IMPOSITIO:
  5753. case PR_LEXAETERNA:
  5754. case PR_SUFFRAGIUM:
  5755. case PR_BENEDICTIO:
  5756. case LK_BERSERK:
  5757. case MS_BERSERK:
  5758. case KN_TWOHANDQUICKEN:
  5759. case KN_ONEHAND:
  5760. case MER_QUICKEN:
  5761. case CR_SPEARQUICKEN:
  5762. case CR_REFLECTSHIELD:
  5763. case MS_REFLECTSHIELD:
  5764. case AS_POISONREACT:
  5765. case MC_LOUD:
  5766. case MG_ENERGYCOAT:
  5767. case MO_EXPLOSIONSPIRITS:
  5768. case MO_STEELBODY:
  5769. case MO_BLADESTOP:
  5770. case LK_AURABLADE:
  5771. case LK_PARRYING:
  5772. case MS_PARRYING:
  5773. case LK_CONCENTRATION:
  5774. case WS_CARTBOOST:
  5775. case SN_SIGHT:
  5776. case WS_MELTDOWN:
  5777. case WS_OVERTHRUSTMAX:
  5778. case ST_REJECTSWORD:
  5779. case HW_MAGICPOWER:
  5780. case PF_MEMORIZE:
  5781. case PA_SACRIFICE:
  5782. case ASC_EDP:
  5783. case PF_DOUBLECASTING:
  5784. case SG_SUN_COMFORT:
  5785. case SG_MOON_COMFORT:
  5786. case SG_STAR_COMFORT:
  5787. case NPC_HALLUCINATION:
  5788. case GS_MADNESSCANCEL:
  5789. case GS_ADJUSTMENT:
  5790. case GS_INCREASING:
  5791. case NJ_KASUMIKIRI:
  5792. case NJ_UTSUSEMI:
  5793. case NJ_NEN:
  5794. case NPC_DEFENDER:
  5795. case NPC_MAGICMIRROR:
  5796. case ST_PRESERVE:
  5797. case NPC_INVINCIBLE:
  5798. case NPC_INVINCIBLEOFF:
  5799. case RK_DEATHBOUND:
  5800. case AB_RENOVATIO:
  5801. case AB_EXPIATIO:
  5802. case AB_DUPLELIGHT:
  5803. case AB_SECRAMENT:
  5804. case NC_ACCELERATION:
  5805. case NC_HOVERING:
  5806. case NC_SHAPESHIFT:
  5807. case WL_RECOGNIZEDSPELL:
  5808. case GC_VENOMIMPRESS:
  5809. case SC_DEADLYINFECT:
  5810. case LG_EXEEDBREAK:
  5811. case LG_PRESTIGE:
  5812. case SR_CRESCENTELBOW:
  5813. case SR_LIGHTNINGWALK:
  5814. case GN_CARTBOOST:
  5815. case KO_MEIKYOUSISUI:
  5816. case ALL_ODINS_POWER:
  5817. case ALL_FULL_THROTTLE:
  5818. case RA_UNLIMIT:
  5819. case WL_TELEKINESIS_INTENSE:
  5820. case RL_HEAT_BARREL:
  5821. case RL_P_ALTER:
  5822. case RL_E_CHAIN:
  5823. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5824. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5825. break;
  5826. case KN_AUTOCOUNTER:
  5827. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5828. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5829. break;
  5830. case SO_STRIKING:
  5831. if (sd) {
  5832. int bonus = 8 + 2 * skill_lv;
  5833. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5834. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5835. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5836. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5837. 0
  5838. );
  5839. }
  5840. break;
  5841. case NPC_STOP:
  5842. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5843. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5844. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5845. break;
  5846. case HP_ASSUMPTIO:
  5847. if( sd && dstmd )
  5848. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5849. else
  5850. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5851. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5852. break;
  5853. case MG_SIGHT:
  5854. case MER_SIGHT:
  5855. case AL_RUWACH:
  5856. case WZ_SIGHTBLASTER:
  5857. case NPC_WIDESIGHT:
  5858. case NPC_STONESKIN:
  5859. case NPC_ANTIMAGIC:
  5860. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5861. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5862. break;
  5863. case HLIF_AVOID:
  5864. case HAMI_DEFENCE:
  5865. i = skill_get_time(skill_id,skill_lv);
  5866. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5867. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5868. break;
  5869. case NJ_BUNSINJYUTSU:
  5870. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5871. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5872. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5873. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5874. break;
  5875. /* Was modified to only affect targetted char. [Skotlex]
  5876. case HP_ASSUMPTIO:
  5877. if (flag&1)
  5878. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5879. else
  5880. {
  5881. map_foreachinrange(skill_area_sub, bl,
  5882. skill_get_splash(skill_id, skill_lv), BL_PC,
  5883. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5884. skill_castend_nodamage_id);
  5885. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5886. }
  5887. break;
  5888. */
  5889. case SM_ENDURE:
  5890. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5891. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5892. break;
  5893. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5894. if (sd && dstsd && dstsd->sc.count) {
  5895. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5896. dstsd->sc.data[SC_WATERWEAPON] ||
  5897. dstsd->sc.data[SC_WINDWEAPON] ||
  5898. dstsd->sc.data[SC_EARTHWEAPON] ||
  5899. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5900. dstsd->sc.data[SC_GHOSTWEAPON]
  5901. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5902. ) {
  5903. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5904. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5905. break;
  5906. }
  5907. }
  5908. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5909. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5910. break;
  5911. case LK_TENSIONRELAX:
  5912. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5913. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5914. skill_get_time(skill_id,skill_lv)));
  5915. break;
  5916. case MC_CHANGECART:
  5917. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5918. break;
  5919. case MC_CARTDECORATE:
  5920. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5921. if( sd ) {
  5922. clif_SelectCart(sd);
  5923. }
  5924. break;
  5925. case TK_MISSION:
  5926. if (sd) {
  5927. int id;
  5928. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5929. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5930. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5931. break;
  5932. }
  5933. id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level);
  5934. if (!id) {
  5935. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5936. break;
  5937. }
  5938. sd->mission_mobid = id;
  5939. sd->mission_count = 0;
  5940. pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id);
  5941. clif_mission_info(sd, id, 0);
  5942. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5943. }
  5944. break;
  5945. case AC_CONCENTRATION:
  5946. {
  5947. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5948. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5949. map_foreachinrange( status_change_timer_sub, src,
  5950. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5951. src,NULL,type,tick);
  5952. }
  5953. break;
  5954. case SM_PROVOKE:
  5955. case SM_SELFPROVOKE:
  5956. case MER_PROVOKE:
  5957. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5958. {
  5959. map_freeblock_unlock();
  5960. return 1;
  5961. }
  5962. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5963. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5964. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5965. if( !i )
  5966. {
  5967. if( sd )
  5968. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5969. map_freeblock_unlock();
  5970. return 0;
  5971. }
  5972. unit_skillcastcancel(bl, 2);
  5973. if( tsc && tsc->count )
  5974. {
  5975. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5976. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5977. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5978. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5979. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5980. }
  5981. if( dstmd )
  5982. {
  5983. dstmd->state.provoke_flag = src->id;
  5984. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5985. }
  5986. break;
  5987. case ML_DEVOTION:
  5988. case CR_DEVOTION:
  5989. {
  5990. int count, lv;
  5991. if( !dstsd || (!sd && !mer) )
  5992. { // Only players can be devoted
  5993. if( sd )
  5994. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5995. break;
  5996. }
  5997. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5998. lv = -lv;
  5999. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6000. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6001. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6002. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6003. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  6004. {
  6005. if( sd )
  6006. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6007. map_freeblock_unlock();
  6008. return 1;
  6009. }
  6010. i = 0;
  6011. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6012. if( sd )
  6013. { // Player Devoting Player
  6014. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6015. if( i == count )
  6016. {
  6017. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6018. if( i == count )
  6019. { // No free slots, skill Fail
  6020. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6021. map_freeblock_unlock();
  6022. return 1;
  6023. }
  6024. }
  6025. sd->devotion[i] = bl->id;
  6026. }
  6027. else
  6028. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6029. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6030. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src,skill_id,skill_lv), 0, skill_get_time2(skill_id, skill_lv)));
  6031. clif_devotion(src, NULL);
  6032. }
  6033. break;
  6034. case MO_CALLSPIRITS:
  6035. if(sd) {
  6036. int limit = skill_lv;
  6037. if( sd->sc.data[SC_RAISINGDRAGON] )
  6038. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6039. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6040. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6041. }
  6042. break;
  6043. case CH_SOULCOLLECT:
  6044. if(sd) {
  6045. int limit = 5;
  6046. if( sd->sc.data[SC_RAISINGDRAGON] )
  6047. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6048. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6049. for (i = 0; i < limit; i++)
  6050. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6051. }
  6052. break;
  6053. case MO_KITRANSLATION:
  6054. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6055. //Require will define how many spiritballs will be transferred
  6056. struct skill_condition require;
  6057. require = skill_get_requirement(sd,skill_id,skill_lv);
  6058. pc_delspiritball(sd,require.spiritball,0);
  6059. for (i = 0; i < require.spiritball; i++)
  6060. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6061. } else {
  6062. if(sd)
  6063. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6064. map_freeblock_unlock();
  6065. return 0;
  6066. }
  6067. break;
  6068. case TK_TURNKICK:
  6069. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6070. if (skill_area_temp[1] != bl->id) {
  6071. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  6072. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6073. }
  6074. break;
  6075. case MO_ABSORBSPIRITS:
  6076. i = 0;
  6077. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) &&
  6078. ((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]
  6079. if (dstsd->spiritball > 0) {
  6080. i = dstsd->spiritball * 7;
  6081. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6082. }
  6083. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6084. i += dstsd->spiritcharm * 7;
  6085. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6086. }
  6087. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6088. i = 2 * dstmd->level;
  6089. mob_target(dstmd,src,0);
  6090. }
  6091. if (i) status_heal(src, 0, i, 3);
  6092. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6093. break;
  6094. case AC_MAKINGARROW:
  6095. if(sd) {
  6096. clif_arrow_create_list(sd);
  6097. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6098. }
  6099. break;
  6100. case AM_PHARMACY:
  6101. if(sd) {
  6102. clif_skill_produce_mix_list(sd,skill_id,22);
  6103. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6104. }
  6105. break;
  6106. case SA_CREATECON:
  6107. if(sd) {
  6108. clif_elementalconverter_list(sd);
  6109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6110. }
  6111. break;
  6112. case BS_HAMMERFALL:
  6113. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6114. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6115. break;
  6116. case RG_RAID:
  6117. skill_area_temp[1] = 0;
  6118. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6119. map_foreachinrange(skill_area_sub, bl,
  6120. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6121. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6122. skill_castend_damage_id);
  6123. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6124. break;
  6125. //List of self skills that give damage around caster
  6126. case ASC_METEORASSAULT:
  6127. case GS_SPREADATTACK:
  6128. case RK_STORMBLAST:
  6129. case NC_AXETORNADO:
  6130. case GC_COUNTERSLASH:
  6131. case SR_SKYNETBLOW:
  6132. case SR_FLASHCOMBO_ATK_STEP4:
  6133. case SR_RAMPAGEBLASTER:
  6134. case SR_HOWLINGOFLION:
  6135. case KO_HAPPOKUNAI:
  6136. case RL_FIREDANCE:
  6137. case RL_R_TRIP:
  6138. skill_area_temp[1] = 0;
  6139. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6140. if (battle_config.skill_wall_check)
  6141. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6142. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6143. else
  6144. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6145. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6146. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6147. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6148. break;
  6149. case NC_EMERGENCYCOOL:
  6150. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6151. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6152. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6153. break;
  6154. case SR_WINDMILL:
  6155. case GN_CART_TORNADO:
  6156. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6157. case SR_EARTHSHAKER:
  6158. case NC_INFRAREDSCAN:
  6159. case NPC_EARTHQUAKE:
  6160. case NPC_VAMPIRE_GIFT:
  6161. case NPC_HELLJUDGEMENT:
  6162. case NPC_PULSESTRIKE:
  6163. case LG_MOONSLASHER:
  6164. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6165. break;
  6166. case KN_BRANDISHSPEAR:
  6167. case ML_BRANDISH:
  6168. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  6169. break;
  6170. case WZ_SIGHTRASHER:
  6171. //Passive side of the attack.
  6172. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6173. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6174. map_foreachinrange(skill_area_sub,src,
  6175. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6176. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6177. skill_castend_damage_id);
  6178. break;
  6179. case NJ_HYOUSYOURAKU:
  6180. case NJ_RAIGEKISAI:
  6181. case WZ_FROSTNOVA:
  6182. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6183. skill_area_temp[1] = 0;
  6184. map_foreachinrange(skill_attack_area, src,
  6185. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6186. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6187. break;
  6188. case HVAN_EXPLOSION: //[orn]
  6189. case NPC_SELFDESTRUCTION:
  6190. //Self Destruction hits everyone in range (allies+enemies)
  6191. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6192. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6193. BCT_ENEMY:BCT_ALL;
  6194. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6195. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6196. map_foreachinrange(skill_area_sub, bl,
  6197. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6198. src, skill_id, skill_lv, tick, flag|i,
  6199. skill_castend_damage_id);
  6200. if(map_addblock(src))
  6201. return 1;
  6202. status_damage(src, src, sstatus->max_hp,0,0,1);
  6203. break;
  6204. case AL_ANGELUS:
  6205. case PR_MAGNIFICAT:
  6206. case PR_GLORIA:
  6207. case SN_WINDWALK:
  6208. case CASH_BLESSING:
  6209. case CASH_INCAGI:
  6210. case CASH_ASSUMPTIO:
  6211. case WM_FRIGG_SONG:
  6212. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6213. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6214. else if( sd )
  6215. 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);
  6216. break;
  6217. case MER_MAGNIFICAT:
  6218. if( mer != NULL )
  6219. {
  6220. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6221. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6222. 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);
  6223. else if( mer->master && !(flag&1) )
  6224. 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)));
  6225. }
  6226. break;
  6227. case BS_ADRENALINE:
  6228. case BS_ADRENALINE2:
  6229. case BS_WEAPONPERFECT:
  6230. case BS_OVERTHRUST:
  6231. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6232. int weapontype = skill_get_weapontype(skill_id);
  6233. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6234. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6235. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6236. }
  6237. } else if (sd) {
  6238. party_foreachsamemap(skill_area_sub,
  6239. sd,skill_get_splash(skill_id, skill_lv),
  6240. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6241. skill_castend_nodamage_id);
  6242. }
  6243. break;
  6244. case BS_MAXIMIZE:
  6245. case NV_TRICKDEAD:
  6246. case CR_DEFENDER:
  6247. case ML_DEFENDER:
  6248. case CR_AUTOGUARD:
  6249. case ML_AUTOGUARD:
  6250. case TK_READYSTORM:
  6251. case TK_READYDOWN:
  6252. case TK_READYTURN:
  6253. case TK_READYCOUNTER:
  6254. case TK_DODGE:
  6255. case CR_SHRINK:
  6256. case SG_FUSION:
  6257. case GS_GATLINGFEVER:
  6258. if( tsce )
  6259. {
  6260. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6261. map_freeblock_unlock();
  6262. return 0;
  6263. }
  6264. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6265. break;
  6266. case SL_KAITE:
  6267. case SL_KAAHI:
  6268. case SL_KAIZEL:
  6269. case SL_KAUPE:
  6270. if (sd) {
  6271. if (!dstsd || !(
  6272. (&sd->sc && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6273. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6274. dstsd->status.char_id == sd->status.char_id ||
  6275. dstsd->status.char_id == sd->status.partner_id ||
  6276. dstsd->status.char_id == sd->status.child
  6277. )) {
  6278. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6279. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6280. break;
  6281. }
  6282. }
  6283. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6284. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6285. break;
  6286. case SM_AUTOBERSERK:
  6287. case MER_AUTOBERSERK:
  6288. if( tsce )
  6289. i = status_change_end(bl, type, INVALID_TIMER);
  6290. else
  6291. i = sc_start(src,bl,type,100,skill_lv,60000);
  6292. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6293. break;
  6294. case TF_HIDING:
  6295. case ST_CHASEWALK:
  6296. case KO_YAMIKUMO:
  6297. if (tsce)
  6298. {
  6299. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6300. map_freeblock_unlock();
  6301. return 0;
  6302. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6303. //Mado Gear cannot hide
  6304. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6305. map_freeblock_unlock();
  6306. return 0;
  6307. }
  6308. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6309. break;
  6310. case TK_RUN:
  6311. if (tsce)
  6312. {
  6313. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6314. map_freeblock_unlock();
  6315. return 0;
  6316. }
  6317. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6318. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6319. clif_walkok(sd); // So aegis has to resend the walk ok.
  6320. break;
  6321. case AS_CLOAKING:
  6322. case GC_CLOAKINGEXCEED:
  6323. case LG_FORCEOFVANGUARD:
  6324. case SC_REPRODUCE:
  6325. case SC_INVISIBILITY:
  6326. case RA_CAMOUFLAGE:
  6327. if (tsce) {
  6328. i = status_change_end(bl, type, INVALID_TIMER);
  6329. if( i )
  6330. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6331. else if( sd )
  6332. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6333. map_freeblock_unlock();
  6334. return 0;
  6335. }
  6336. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6337. if( i )
  6338. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6339. else if( sd )
  6340. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6341. break;
  6342. case BD_ADAPTATION:
  6343. if(tsc && tsc->data[SC_DANCING]){
  6344. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6345. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6346. }
  6347. break;
  6348. case BA_FROSTJOKER:
  6349. case DC_SCREAM:
  6350. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6351. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6352. if (md) {
  6353. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6354. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6355. char temp[70];
  6356. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6357. clif_disp_overhead(&md->bl,temp);
  6358. }
  6359. break;
  6360. case BA_PANGVOICE:
  6361. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6362. break;
  6363. case DC_WINKCHARM:
  6364. if( dstsd )
  6365. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6366. else
  6367. if( dstmd )
  6368. {
  6369. if( status_get_lv(src) > status_get_lv(bl)
  6370. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6371. && !(tstatus->mode&MD_BOSS) )
  6372. 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)));
  6373. else
  6374. {
  6375. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6376. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6377. }
  6378. }
  6379. break;
  6380. case TF_STEAL:
  6381. if(sd) {
  6382. if(pc_steal_item(sd,bl,skill_lv))
  6383. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6384. else
  6385. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6386. }
  6387. break;
  6388. case RG_STEALCOIN:
  6389. if(sd) {
  6390. if(pc_steal_coin(sd,bl))
  6391. {
  6392. dstmd->state.provoke_flag = src->id;
  6393. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6394. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6395. }
  6396. else
  6397. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6398. }
  6399. break;
  6400. case MG_STONECURSE:
  6401. {
  6402. int brate = 0;
  6403. if (tstatus->mode&MD_BOSS) {
  6404. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6405. break;
  6406. }
  6407. if(status_isimmune(bl) || !tsc)
  6408. break;
  6409. if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION])
  6410. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6411. if (tsc && tsc->data[SC_STONE]) {
  6412. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6413. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6414. break;
  6415. }
  6416. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6417. skill_lv, src->id, 0, skill_get_time(skill_id, skill_lv),
  6418. skill_get_time2(skill_id,skill_lv)))
  6419. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6420. else if(sd) {
  6421. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6422. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6423. if (skill_lv > 5)
  6424. { // not to consume items
  6425. map_freeblock_unlock();
  6426. return 0;
  6427. }
  6428. }
  6429. }
  6430. break;
  6431. case NV_FIRSTAID:
  6432. clif_skill_nodamage(src,bl,skill_id,5,1);
  6433. status_heal(bl,5,0,0);
  6434. break;
  6435. case AL_CURE:
  6436. if(status_isimmune(bl)) {
  6437. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6438. break;
  6439. }
  6440. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6441. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6442. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6443. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6444. break;
  6445. case TF_DETOXIFY:
  6446. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6447. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6448. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6449. break;
  6450. case PR_STRECOVERY:
  6451. if(status_isimmune(bl)) {
  6452. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6453. break;
  6454. }
  6455. if (tsc && tsc->opt1) {
  6456. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6457. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6458. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6459. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6460. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6461. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6462. }
  6463. //Is this equation really right? It looks so... special.
  6464. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6465. {
  6466. status_change_start(src,bl, SC_BLIND,
  6467. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  6468. 1,0,0,0,
  6469. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCSTART_NONE);
  6470. }
  6471. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6472. if(dstmd)
  6473. mob_unlocktarget(dstmd,tick);
  6474. break;
  6475. // Mercenary Supportive Skills
  6476. case MER_BENEDICTION:
  6477. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6478. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6479. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6480. break;
  6481. case MER_COMPRESS:
  6482. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6483. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6484. break;
  6485. case MER_MENTALCURE:
  6486. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6487. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6488. break;
  6489. case MER_RECUPERATE:
  6490. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6491. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6492. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6493. break;
  6494. case MER_REGAIN:
  6495. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6496. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6497. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6498. break;
  6499. case MER_TENDER:
  6500. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6501. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6502. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6503. break;
  6504. case MER_SCAPEGOAT:
  6505. if( mer && mer->master )
  6506. {
  6507. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6508. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6509. }
  6510. break;
  6511. case MER_ESTIMATION:
  6512. if( !mer )
  6513. break;
  6514. sd = mer->master;
  6515. case WZ_ESTIMATION:
  6516. if( sd == NULL )
  6517. break;
  6518. if( dstsd )
  6519. { // Fail on Players
  6520. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6521. break;
  6522. }
  6523. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6524. break; // Cannot be Used on Emperium
  6525. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6526. clif_skill_estimation(sd, bl);
  6527. if( skill_id == MER_ESTIMATION )
  6528. sd = NULL;
  6529. break;
  6530. case BS_REPAIRWEAPON:
  6531. if(sd && dstsd)
  6532. clif_item_repair_list(sd,dstsd,skill_lv);
  6533. break;
  6534. case MC_IDENTIFY:
  6535. if(sd) {
  6536. clif_item_identify_list(sd);
  6537. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6538. map_freeblock_unlock();
  6539. return 1;
  6540. }
  6541. else { // consume sp only if succeeded
  6542. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6543. status_zap(src,0,req.sp);
  6544. }
  6545. }
  6546. break;
  6547. // Weapon Refining [Celest]
  6548. case WS_WEAPONREFINE:
  6549. if(sd)
  6550. clif_item_refine_list(sd);
  6551. break;
  6552. case MC_VENDING:
  6553. if(sd)
  6554. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6555. if ( !pc_can_give_items(sd) )
  6556. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6557. else {
  6558. sd->state.prevend = 1;
  6559. clif_openvendingreq(sd,2+skill_lv);
  6560. }
  6561. }
  6562. break;
  6563. case AL_TELEPORT:
  6564. case ALL_ODINS_RECALL:
  6565. if(sd)
  6566. {
  6567. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6568. clif_skill_teleportmessage(sd,0);
  6569. break;
  6570. }
  6571. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6572. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6573. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6574. break;
  6575. }
  6576. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6577. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6578. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6579. {
  6580. if( skill_lv == 1 )
  6581. pc_randomwarp(sd,CLR_TELEPORT);
  6582. else
  6583. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6584. break;
  6585. }
  6586. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6587. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6588. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6589. else
  6590. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6591. } else
  6592. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6593. break;
  6594. case NPC_EXPULSION:
  6595. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6596. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6597. break;
  6598. case AL_HOLYWATER:
  6599. if(sd) {
  6600. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1))
  6601. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6602. else
  6603. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6604. }
  6605. break;
  6606. case TF_PICKSTONE:
  6607. if(sd) {
  6608. unsigned char eflag;
  6609. struct item item_tmp;
  6610. struct block_list tbl;
  6611. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6612. memset(&item_tmp,0,sizeof(item_tmp));
  6613. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6614. item_tmp.nameid = ITEMID_STONE;
  6615. item_tmp.identify = 1;
  6616. tbl.id = 0;
  6617. // Commented because of duplicate animation [Lemongrass]
  6618. // At the moment this displays the pickup animation a second time
  6619. // If this is required in older clients, we need to add a version check here
  6620. //clif_takeitem(&sd->bl,&tbl);
  6621. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6622. if(eflag) {
  6623. clif_additem(sd,0,0,eflag);
  6624. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6625. }
  6626. }
  6627. break;
  6628. case ASC_CDP:
  6629. if(sd) {
  6630. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6631. skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a Poison Bottle.
  6632. }
  6633. break;
  6634. case RG_STRIPWEAPON:
  6635. case RG_STRIPSHIELD:
  6636. case RG_STRIPARMOR:
  6637. case RG_STRIPHELM:
  6638. case ST_FULLSTRIP:
  6639. case GC_WEAPONCRUSH:
  6640. case SC_STRIPACCESSARY: {
  6641. unsigned short location = 0;
  6642. int d = 0;
  6643. //Rate in percent
  6644. if ( skill_id == ST_FULLSTRIP ) {
  6645. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6646. } else if( skill_id == SC_STRIPACCESSARY ) {
  6647. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6648. } else {
  6649. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6650. }
  6651. if (i < 5) i = 5; //Minimum rate 5%
  6652. //Duration in ms
  6653. if( skill_id == GC_WEAPONCRUSH){
  6654. d = skill_get_time(skill_id,skill_lv);
  6655. if(bl->type == BL_PC)
  6656. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6657. else
  6658. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6659. }else
  6660. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6661. if (d < 0) d = 0; //Minimum duration 0ms
  6662. switch (skill_id) {
  6663. case RG_STRIPWEAPON:
  6664. case GC_WEAPONCRUSH:
  6665. location = EQP_WEAPON;
  6666. break;
  6667. case RG_STRIPSHIELD:
  6668. location = EQP_SHIELD;
  6669. break;
  6670. case RG_STRIPARMOR:
  6671. location = EQP_ARMOR;
  6672. break;
  6673. case RG_STRIPHELM:
  6674. location = EQP_HELM;
  6675. break;
  6676. case ST_FULLSTRIP:
  6677. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6678. break;
  6679. case SC_STRIPACCESSARY:
  6680. location = EQP_ACC;
  6681. break;
  6682. }
  6683. //Special message when trying to use strip on FCP [Jobbie]
  6684. 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])
  6685. {
  6686. clif_gospel_info(sd, 0x28);
  6687. break;
  6688. }
  6689. //Attempts to strip at rate i and duration d
  6690. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6691. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6692. //Nothing stripped.
  6693. if( sd && !i )
  6694. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6695. break;
  6696. }
  6697. case AM_BERSERKPITCHER:
  6698. case AM_POTIONPITCHER:
  6699. {
  6700. int j,hp = 0,sp = 0;
  6701. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6702. map_freeblock_unlock();
  6703. return 1;
  6704. }
  6705. if( sd ) {
  6706. int x,bonus=100;
  6707. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6708. x = skill_lv%11 - 1;
  6709. j = pc_search_inventory(sd, require.itemid[x]);
  6710. if (j < 0 || require.itemid[x] <= 0) {
  6711. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6712. map_freeblock_unlock();
  6713. return 1;
  6714. }
  6715. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6716. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6717. map_freeblock_unlock();
  6718. return 1;
  6719. }
  6720. if( skill_id == AM_BERSERKPITCHER ) {
  6721. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6722. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6723. map_freeblock_unlock();
  6724. return 1;
  6725. }
  6726. }
  6727. potion_flag = 1;
  6728. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6729. potion_target = bl->id;
  6730. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6731. potion_flag = potion_target = 0;
  6732. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6733. bonus += sd->status.base_level;
  6734. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6735. hp = tstatus->max_hp * potion_per_hp / 100;
  6736. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6737. if( dstsd ) {
  6738. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6739. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6740. }
  6741. } else {
  6742. if( potion_hp > 0 ) {
  6743. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6744. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6745. if( dstsd )
  6746. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6747. }
  6748. if( potion_sp > 0 ) {
  6749. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6750. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6751. if( dstsd )
  6752. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6753. }
  6754. }
  6755. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6756. hp += hp * bonus / 100;
  6757. sp += sp * bonus / 100;
  6758. }
  6759. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6760. hp += hp * j / 100;
  6761. sp += sp * j / 100;
  6762. }
  6763. } else {
  6764. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6765. switch (skill_lv) {
  6766. case 1: hp = 45; break;
  6767. case 2: hp = 105; break;
  6768. case 3: hp = 175; break;
  6769. default: hp = 325; break;
  6770. }
  6771. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6772. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6773. if( dstsd )
  6774. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6775. }
  6776. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6777. hp += hp * j / 100;
  6778. sp += sp * j / 100;
  6779. }
  6780. if (tsc && tsc->count) {
  6781. uint8 penalty = 0;
  6782. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6783. hp += hp / 10;
  6784. sp += sp / 10;
  6785. }
  6786. if (tsc->data[SC_CRITICALWOUND])
  6787. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  6788. if (tsc->data[SC_DEATHHURT])
  6789. penalty += 20;
  6790. if (tsc->data[SC_NORECOVER_STATE])
  6791. penalty = 100;
  6792. if (penalty > 0) {
  6793. hp -= hp * penalty / 100;
  6794. sp -= sp * penalty / 100;
  6795. }
  6796. }
  6797. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6798. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6799. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6800. if( sp > 0 )
  6801. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6802. if (tsc) {
  6803. #ifdef RENEWAL
  6804. if (tsc->data[SC_EXTREMITYFIST2])
  6805. sp = 0;
  6806. #endif
  6807. if (tsc->data[SC_NORECOVER_STATE]) {
  6808. hp = 0;
  6809. sp = 0;
  6810. }
  6811. }
  6812. status_heal(bl,hp,sp,0);
  6813. }
  6814. break;
  6815. case AM_CP_WEAPON:
  6816. case AM_CP_SHIELD:
  6817. case AM_CP_ARMOR:
  6818. case AM_CP_HELM:
  6819. {
  6820. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6821. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6822. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6823. map_freeblock_unlock(); // Don't consume item requirements
  6824. return 0;
  6825. }
  6826. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6827. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6828. }
  6829. break;
  6830. case AM_TWILIGHT1:
  6831. if (sd) {
  6832. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6833. //Prepare 200 White Potions.
  6834. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  6835. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6836. }
  6837. break;
  6838. case AM_TWILIGHT2:
  6839. if (sd) {
  6840. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6841. //Prepare 200 Slim White Potions.
  6842. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  6843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6844. }
  6845. break;
  6846. case AM_TWILIGHT3:
  6847. if (sd) {
  6848. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6849. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  6850. if( ebottle >= 0 )
  6851. ebottle = sd->status.inventory[ebottle].amount;
  6852. //check if you can produce all three, if not, then fail:
  6853. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  6854. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  6855. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  6856. || ebottle < 200 //200 empty bottle are required at total.
  6857. ) {
  6858. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6859. break;
  6860. }
  6861. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6862. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  6863. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  6864. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  6865. }
  6866. break;
  6867. case SA_DISPELL:
  6868. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6869. {
  6870. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6871. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6872. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6873. || rnd()%100 >= 50+10*skill_lv
  6874. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6875. {
  6876. if (sd)
  6877. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6878. break;
  6879. }
  6880. if(status_isimmune(bl))
  6881. break;
  6882. //Remove bonus_script by Dispell
  6883. if (dstsd)
  6884. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  6885. if(!tsc || !tsc->count)
  6886. break;
  6887. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6888. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6889. break;
  6890. }
  6891. for(i=0;i<SC_MAX;i++) {
  6892. if (!tsc->data[i])
  6893. continue;
  6894. switch (i) {
  6895. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6896. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6897. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6898. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6899. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6900. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6901. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6902. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  6903. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  6904. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6905. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6906. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6907. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6908. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6909. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6910. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6911. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6912. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6913. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6914. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6915. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6916. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6917. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6918. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6919. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6920. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6921. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6922. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6923. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6924. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6925. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6926. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6927. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6928. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6929. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  6930. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  6931. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  6932. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  6933. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  6934. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  6935. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  6936. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6937. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6938. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  6939. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  6940. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  6941. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER:
  6942. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  6943. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  6944. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  6945. #ifdef RENEWAL
  6946. case SC_EXTREMITYFIST2:
  6947. #endif
  6948. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  6949. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  6950. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  6951. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  6952. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  6953. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  6954. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  6955. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  6956. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  6957. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  6958. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  6959. continue;
  6960. //bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6961. case SC_WHISTLE:
  6962. case SC_ASSNCROS:
  6963. case SC_POEMBRAGI:
  6964. case SC_APPLEIDUN:
  6965. case SC_HUMMING:
  6966. case SC_DONTFORGETME:
  6967. case SC_FORTUNE:
  6968. case SC_SERVICE4U:
  6969. if(tsc->data[i]->val4==0)
  6970. continue; //if in song-area don't end it
  6971. break;
  6972. case SC_ASSUMPTIO:
  6973. if( bl->type == BL_MOB )
  6974. continue;
  6975. break;
  6976. }
  6977. 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.
  6978. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6979. }
  6980. break;
  6981. }
  6982. //Affect all targets on splash area.
  6983. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6984. src, skill_id, skill_lv, tick, flag|1,
  6985. skill_castend_damage_id);
  6986. break;
  6987. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6988. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6989. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),2);
  6990. break;
  6991. case TK_HIGHJUMP:
  6992. {
  6993. int x,y, dir = unit_getdir(src);
  6994. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6995. if( map[src->m].flag.noteleport &&
  6996. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6997. ) {
  6998. x = src->x;
  6999. y = src->y;
  7000. } else {
  7001. x = src->x + dirx[dir]*skill_lv*2;
  7002. y = src->y + diry[dir]*skill_lv*2;
  7003. }
  7004. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7005. 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))
  7006. clif_blown(src);
  7007. }
  7008. break;
  7009. case SA_CASTCANCEL:
  7010. case SO_SPELLFIST:
  7011. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7012. unit_skillcastcancel(src,1);
  7013. if(sd) {
  7014. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7015. if( skill_id == SO_SPELLFIST ){
  7016. 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));
  7017. sd->skill_id_old = sd->skill_lv_old = 0;
  7018. break;
  7019. }
  7020. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7021. if(sp < 0) sp = 0;
  7022. status_zap(src, 0, sp);
  7023. }
  7024. break;
  7025. case SA_SPELLBREAKER:
  7026. {
  7027. int sp;
  7028. if(tsc && tsc->data[SC_MAGICROD]) {
  7029. sp = skill_get_sp(skill_id,skill_lv);
  7030. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7031. if(sp < 1) sp = 1;
  7032. status_heal(bl,0,sp,2);
  7033. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7034. } else {
  7035. struct unit_data *ud = unit_bl2ud(bl);
  7036. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7037. if (!ud || ud->skilltimer == INVALID_TIMER)
  7038. break; //Nothing to cancel.
  7039. bl_skill_id = ud->skill_id;
  7040. bl_skill_lv = ud->skill_lv;
  7041. if (tstatus->mode & MD_BOSS)
  7042. { //Only 10% success chance against bosses. [Skotlex]
  7043. if (rnd()%100 < 90)
  7044. {
  7045. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7046. break;
  7047. }
  7048. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7049. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7050. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7051. unit_skillcastcancel(bl,0);
  7052. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7053. status_zap(bl, hp, sp);
  7054. if (hp && skill_lv >= 5)
  7055. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7056. else
  7057. hp = 0;
  7058. if (sp) //Recover some of the SP used
  7059. sp = sp*(25*(skill_lv-1))/100;
  7060. if(hp || sp)
  7061. status_heal(src, hp, sp, 2);
  7062. }
  7063. }
  7064. break;
  7065. case SA_MAGICROD:
  7066. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7067. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7068. break;
  7069. case SA_AUTOSPELL:
  7070. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7071. if(sd)
  7072. clif_autospell(sd,skill_lv);
  7073. else {
  7074. int maxlv=1,spellid=0;
  7075. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7076. if(skill_lv >= 10) {
  7077. spellid = MG_FROSTDIVER;
  7078. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7079. // maxlv = 10;
  7080. // else
  7081. maxlv = skill_lv - 9;
  7082. }
  7083. else if(skill_lv >=8) {
  7084. spellid = MG_FIREBALL;
  7085. maxlv = skill_lv - 7;
  7086. }
  7087. else if(skill_lv >=5) {
  7088. spellid = MG_SOULSTRIKE;
  7089. maxlv = skill_lv - 4;
  7090. }
  7091. else if(skill_lv >=2) {
  7092. int i_rnd = rnd()%3;
  7093. spellid = spellarray[i_rnd];
  7094. maxlv = skill_lv - 1;
  7095. }
  7096. else if(skill_lv > 0) {
  7097. spellid = MG_NAPALMBEAT;
  7098. maxlv = 3;
  7099. }
  7100. if(spellid > 0)
  7101. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7102. skill_get_time(SA_AUTOSPELL,skill_lv));
  7103. }
  7104. break;
  7105. case BS_GREED:
  7106. if(sd){
  7107. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7108. map_foreachinrange(skill_greed,bl,
  7109. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7110. }
  7111. break;
  7112. case SA_ELEMENTWATER:
  7113. case SA_ELEMENTFIRE:
  7114. case SA_ELEMENTGROUND:
  7115. case SA_ELEMENTWIND:
  7116. if(sd && !dstmd) //Only works on monsters.
  7117. break;
  7118. if(tstatus->mode&MD_BOSS)
  7119. break;
  7120. case NPC_ATTRICHANGE:
  7121. case NPC_CHANGEWATER:
  7122. case NPC_CHANGEGROUND:
  7123. case NPC_CHANGEFIRE:
  7124. case NPC_CHANGEWIND:
  7125. case NPC_CHANGEPOISON:
  7126. case NPC_CHANGEHOLY:
  7127. case NPC_CHANGEDARKNESS:
  7128. case NPC_CHANGETELEKINESIS:
  7129. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7130. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7131. skill_get_time(skill_id, skill_lv)));
  7132. break;
  7133. case NPC_CHANGEUNDEAD:
  7134. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7135. //TO-DO This is ugly, fix it
  7136. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7137. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7138. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7139. skill_get_time(skill_id, skill_lv)));
  7140. break;
  7141. case NPC_PROVOCATION:
  7142. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7143. if (md) mob_unlocktarget(md, tick);
  7144. break;
  7145. case NPC_KEEPING:
  7146. case NPC_BARRIER:
  7147. {
  7148. int skill_time = skill_get_time(skill_id,skill_lv);
  7149. struct unit_data *ud = unit_bl2ud(bl);
  7150. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7151. sc_start(src,bl,type,100,skill_lv,skill_time))
  7152. && ud) { //Disable attacking/acting/moving for skill's duration.
  7153. ud->attackabletime =
  7154. ud->canact_tick =
  7155. ud->canmove_tick = tick + skill_time;
  7156. }
  7157. }
  7158. break;
  7159. case NPC_REBIRTH:
  7160. if( md && md->state.rebirth )
  7161. break; // only works once
  7162. sc_start(src,bl,type,100,skill_lv,-1);
  7163. break;
  7164. case NPC_DARKBLESSING:
  7165. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7166. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7167. break;
  7168. case NPC_LICK:
  7169. status_zap(bl, 0, 100);
  7170. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7171. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7172. break;
  7173. case NPC_SUICIDE:
  7174. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7175. status_kill(src); //When suiciding, neither exp nor drops is given.
  7176. break;
  7177. case NPC_SUMMONSLAVE:
  7178. case NPC_SUMMONMONSTER:
  7179. if(md && md->skill_idx >= 0)
  7180. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7181. break;
  7182. case NPC_CALLSLAVE:
  7183. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7184. break;
  7185. case NPC_RANDOMMOVE:
  7186. if (md) {
  7187. md->next_walktime = tick - 1;
  7188. mob_randomwalk(md,tick);
  7189. }
  7190. break;
  7191. case NPC_SPEEDUP:
  7192. {
  7193. // or does it increase casting rate? just a guess xD
  7194. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7195. if (i_type > SC_ASPDPOTION3)
  7196. i_type = SC_ASPDPOTION3;
  7197. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7198. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7199. }
  7200. break;
  7201. case NPC_REVENGE:
  7202. // not really needed... but adding here anyway ^^
  7203. if (md && md->master_id > 0) {
  7204. struct block_list *mbl, *tbl;
  7205. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7206. (tbl = battle_gettargeted(mbl)) == NULL)
  7207. break;
  7208. md->state.provoke_flag = tbl->id;
  7209. mob_target(md, tbl, sstatus->rhw.range);
  7210. }
  7211. break;
  7212. case NPC_RUN:
  7213. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7214. mob_unlocktarget(md, tick);
  7215. break;
  7216. case NPC_TRANSFORMATION:
  7217. case NPC_METAMORPHOSIS:
  7218. if(md && md->skill_idx >= 0) {
  7219. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7220. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7221. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7222. if (class_) mob_class_change(md, class_);
  7223. }
  7224. break;
  7225. case NPC_EMOTION_ON:
  7226. case NPC_EMOTION:
  7227. //val[0] is the emotion to use.
  7228. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7229. //val[1] 'sets' the mode
  7230. //val[2] adds to the current mode
  7231. //val[3] removes from the current mode
  7232. //val[4] if set, asks to delete the previous mode change.
  7233. if(md && md->skill_idx >= 0 && tsc)
  7234. {
  7235. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7236. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7237. status_change_end(bl, type, INVALID_TIMER);
  7238. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7239. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7240. mob_unlocktarget(md,tick);
  7241. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7242. sc_start4(src,src, type, 100, skill_lv,
  7243. md->db->skill[md->skill_idx].val[1],
  7244. md->db->skill[md->skill_idx].val[2],
  7245. md->db->skill[md->skill_idx].val[3],
  7246. skill_get_time(skill_id, skill_lv));
  7247. }
  7248. break;
  7249. case NPC_POWERUP:
  7250. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7251. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7252. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7253. break;
  7254. case NPC_AGIUP:
  7255. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7256. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7257. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7258. break;
  7259. case NPC_INVISIBLE:
  7260. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7261. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7262. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7263. break;
  7264. case NPC_SIEGEMODE:
  7265. // not sure what it does
  7266. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7267. break;
  7268. case WE_MALE:
  7269. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  7270. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  7271. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7272. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7273. }
  7274. break;
  7275. case WE_FEMALE:
  7276. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  7277. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  7278. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7279. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7280. }
  7281. break;
  7282. // parent-baby skills
  7283. case WE_BABY:
  7284. if(sd){
  7285. struct map_session_data *f_sd = pc_get_father(sd);
  7286. struct map_session_data *m_sd = pc_get_mother(sd);
  7287. if( (!f_sd && !m_sd) // if neither was found
  7288. || (sd->status.party_id != 0 && //not in same party
  7289. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7290. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7291. ))
  7292. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7293. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7294. ) {
  7295. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7296. map_freeblock_unlock();
  7297. return 0;
  7298. }
  7299. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7300. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7301. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7302. }
  7303. break;
  7304. case PF_HPCONVERSION:
  7305. {
  7306. int hp, sp;
  7307. hp = sstatus->max_hp/10;
  7308. sp = hp * 10 * skill_lv / 100;
  7309. if (!status_charge(src,hp,0)) {
  7310. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7311. break;
  7312. }
  7313. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7314. status_heal(bl,0,sp,2);
  7315. }
  7316. break;
  7317. case MA_REMOVETRAP:
  7318. case HT_REMOVETRAP:
  7319. {
  7320. struct skill_unit* su;
  7321. struct skill_unit_group* sg = NULL;
  7322. su = BL_CAST(BL_SKILL, bl);
  7323. // Mercenaries can remove any trap
  7324. // Players can only remove their own traps or traps on Vs maps.
  7325. 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) )
  7326. {
  7327. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7328. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7329. { // prevent picking up expired traps
  7330. if( battle_config.skill_removetrap_type )
  7331. { // get back all items used to deploy the trap
  7332. for( i = 0; i < 10; i++ )
  7333. {
  7334. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7335. {
  7336. int flag2;
  7337. struct item item_tmp;
  7338. memset(&item_tmp,0,sizeof(item_tmp));
  7339. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7340. item_tmp.identify = 1;
  7341. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7342. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7343. clif_additem(sd,0,0,flag2);
  7344. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7345. }
  7346. }
  7347. }
  7348. }
  7349. else
  7350. { // get back 1 trap
  7351. struct item item_tmp;
  7352. memset(&item_tmp,0,sizeof(item_tmp));
  7353. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7354. item_tmp.identify = 1;
  7355. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7356. {
  7357. clif_additem(sd,0,0,flag);
  7358. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7359. }
  7360. }
  7361. }
  7362. skill_delunit(su);
  7363. }else if(sd)
  7364. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7365. }
  7366. break;
  7367. case HT_SPRINGTRAP:
  7368. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7369. {
  7370. struct skill_unit *su=NULL;
  7371. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7372. switch(su->group->unit_id){
  7373. case UNT_ANKLESNARE: // ankle snare
  7374. if (su->group->val2 != 0)
  7375. // if it is already trapping something don't spring it,
  7376. // remove trap should be used instead
  7377. break;
  7378. // otherwise fallthrough to below
  7379. case UNT_BLASTMINE:
  7380. case UNT_SKIDTRAP:
  7381. case UNT_LANDMINE:
  7382. case UNT_SHOCKWAVE:
  7383. case UNT_SANDMAN:
  7384. case UNT_FLASHER:
  7385. case UNT_FREEZINGTRAP:
  7386. case UNT_CLAYMORETRAP:
  7387. case UNT_TALKIEBOX:
  7388. su->group->unit_id = UNT_USED_TRAPS;
  7389. clif_changetraplook(bl, UNT_USED_TRAPS);
  7390. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7391. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7392. }
  7393. }
  7394. }
  7395. break;
  7396. case BD_ENCORE:
  7397. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7398. if(sd)
  7399. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7400. break;
  7401. case AS_SPLASHER:
  7402. if(tstatus->mode&MD_BOSS
  7403. // Renewal dropped the 3/4 hp requirement
  7404. #ifndef RENEWAL
  7405. || tstatus-> hp > tstatus->max_hp*3/4
  7406. #endif
  7407. ) {
  7408. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7409. map_freeblock_unlock();
  7410. return 1;
  7411. }
  7412. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7413. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7414. #ifndef RENEWAL
  7415. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7416. #endif
  7417. break;
  7418. case PF_MINDBREAKER:
  7419. {
  7420. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7421. {
  7422. map_freeblock_unlock();
  7423. return 1;
  7424. }
  7425. if (tsce)
  7426. { //HelloKitty2 (?) explained that this silently fails when target is
  7427. //already inflicted. [Skotlex]
  7428. map_freeblock_unlock();
  7429. return 1;
  7430. }
  7431. //Has a 55% + skill_lv*5% success chance.
  7432. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7433. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7434. {
  7435. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7436. map_freeblock_unlock();
  7437. return 0;
  7438. }
  7439. unit_skillcastcancel(bl,0);
  7440. if(tsc && tsc->count){
  7441. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7442. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7443. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7444. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7445. }
  7446. if(dstmd)
  7447. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7448. }
  7449. break;
  7450. case PF_SOULCHANGE:
  7451. {
  7452. unsigned int sp1 = 0, sp2 = 0;
  7453. if (dstmd) {
  7454. if (dstmd->state.soul_change_flag) {
  7455. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7456. break;
  7457. }
  7458. dstmd->state.soul_change_flag = 1;
  7459. sp2 = sstatus->max_sp * 3 /100;
  7460. status_heal(src, 0, sp2, 2);
  7461. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7462. break;
  7463. }
  7464. sp1 = sstatus->sp;
  7465. sp2 = tstatus->sp;
  7466. #ifdef RENEWAL
  7467. sp1 = sp1 / 2;
  7468. sp2 = sp2 / 2;
  7469. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  7470. sp1 = tstatus->sp;
  7471. #endif
  7472. if (tsc && tsc->data[SC_NORECOVER_STATE])
  7473. sp1 = tstatus->sp;
  7474. status_set_sp(src, sp2, 3);
  7475. status_set_sp(bl, sp1, 3);
  7476. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7477. }
  7478. break;
  7479. // Slim Pitcher
  7480. case CR_SLIMPITCHER:
  7481. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7482. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARDIAN_STONE2)) )
  7483. break;
  7484. if (potion_hp || potion_sp) {
  7485. int hp = potion_hp, sp = potion_sp;
  7486. hp = hp * (100 + (tstatus->vit<<1))/100;
  7487. sp = sp * (100 + (tstatus->int_<<1))/100;
  7488. if (dstsd) {
  7489. if (hp)
  7490. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7491. if (sp)
  7492. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7493. }
  7494. if (tsc && tsc->count) {
  7495. uint8 penalty = 0;
  7496. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7497. hp += hp / 10;
  7498. sp += sp / 10;
  7499. }
  7500. if (tsc->data[SC_CRITICALWOUND])
  7501. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7502. if (tsc->data[SC_DEATHHURT])
  7503. penalty += 20;
  7504. if (tsc->data[SC_NORECOVER_STATE])
  7505. penalty = 100;
  7506. if (penalty > 0) {
  7507. hp -= hp * penalty / 100;
  7508. sp -= sp * penalty / 100;
  7509. }
  7510. }
  7511. if(hp > 0)
  7512. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7513. if(sp > 0)
  7514. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7515. status_heal(bl,hp,sp,0);
  7516. }
  7517. break;
  7518. // Full Chemical Protection
  7519. case CR_FULLPROTECTION:
  7520. {
  7521. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7522. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7523. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7524. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7525. continue;
  7526. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7527. s++;
  7528. }
  7529. if( sd && !s ){
  7530. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7531. map_freeblock_unlock(); // Don't consume item requirements
  7532. return 0;
  7533. }
  7534. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7535. }
  7536. break;
  7537. case RG_CLEANER: //AppleGirl
  7538. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7539. break;
  7540. case CG_LONGINGFREEDOM:
  7541. {
  7542. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7543. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7544. {
  7545. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7546. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7547. }
  7548. }
  7549. break;
  7550. case CG_TAROTCARD:
  7551. {
  7552. int count = -1;
  7553. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7554. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7555. if( sd )
  7556. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7557. map_freeblock_unlock();
  7558. return 0;
  7559. }
  7560. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7561. do {
  7562. int eff = rnd() % 14;
  7563. clif_specialeffect(bl, 523 + eff, AREA);
  7564. switch (eff)
  7565. {
  7566. case 0: // heals SP to 0
  7567. status_percent_damage(src, bl, 0, 100, false);
  7568. break;
  7569. case 1: // matk halved
  7570. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7571. break;
  7572. case 2: // all buffs removed
  7573. status_change_clear_buffs(bl,1);
  7574. break;
  7575. case 3: // 1000 damage, random armor destroyed
  7576. {
  7577. status_fix_damage(src, bl, 1000, 0);
  7578. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0);
  7579. if( !status_isdead(bl) ) {
  7580. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7581. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7582. }
  7583. }
  7584. break;
  7585. case 4: // atk halved
  7586. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7587. break;
  7588. case 5: // 2000HP heal, random teleported
  7589. status_heal(src, 2000, 0, 0);
  7590. if( !map_flag_vs(bl->m) )
  7591. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7592. break;
  7593. case 6: // random 2 other effects
  7594. if (count == -1)
  7595. count = 3;
  7596. else
  7597. count++; //Should not retrigger this one.
  7598. break;
  7599. case 7: // stop freeze or stoned
  7600. {
  7601. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7602. uint8 rand_eff = rnd()%3;
  7603. sc_start2(src,bl,sc[rand_eff],100,skill_lv,(rand_eff == 2 ? src->id : 0),skill_get_time2(skill_id,skill_lv));
  7604. }
  7605. break;
  7606. case 8: // curse coma and poison
  7607. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7608. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7609. sc_start2(src,bl,SC_POISON,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7610. break;
  7611. case 9: // confusion
  7612. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7613. break;
  7614. case 10: // 6666 damage, atk matk halved, cursed
  7615. status_fix_damage(src, bl, 6666, 0);
  7616. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0);
  7617. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7618. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7619. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7620. break;
  7621. case 11: // 4444 damage
  7622. status_fix_damage(src, bl, 4444, 0);
  7623. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0);
  7624. break;
  7625. case 12: // stun
  7626. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7627. break;
  7628. case 13: // atk,matk,hit,flee,def reduced
  7629. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7630. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7631. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7632. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7633. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7634. break;
  7635. default:
  7636. break;
  7637. }
  7638. } while ((--count) > 0);
  7639. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7640. }
  7641. break;
  7642. case SL_ALCHEMIST:
  7643. case SL_ASSASIN:
  7644. case SL_BARDDANCER:
  7645. case SL_BLACKSMITH:
  7646. case SL_CRUSADER:
  7647. case SL_HUNTER:
  7648. case SL_KNIGHT:
  7649. case SL_MONK:
  7650. case SL_PRIEST:
  7651. case SL_ROGUE:
  7652. case SL_SAGE:
  7653. case SL_SOULLINKER:
  7654. case SL_STAR:
  7655. case SL_SUPERNOVICE:
  7656. case SL_WIZARD:
  7657. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7658. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7659. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7660. break;
  7661. }
  7662. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7663. { //Erase death count 1% of the casts
  7664. dstsd->die_counter = 0;
  7665. pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0);
  7666. clif_specialeffect(bl, 0x152, AREA);
  7667. //SC_SPIRIT invokes status_calc_pc for us.
  7668. }
  7669. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7670. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7671. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7672. break;
  7673. case SL_HIGH:
  7674. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7675. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7676. break;
  7677. }
  7678. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7679. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7680. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7681. break;
  7682. case SL_SWOO:
  7683. if (tsce) {
  7684. if(sd)
  7685. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7686. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7687. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7688. break;
  7689. }
  7690. case SL_SKA: // [marquis007]
  7691. case SL_SKE:
  7692. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7693. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7694. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7695. break;
  7696. }
  7697. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7698. if (skill_id == SL_SKE)
  7699. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7700. break;
  7701. // New guild skills [Celest]
  7702. case GD_BATTLEORDER:
  7703. if(flag&1) {
  7704. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7705. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7706. } else if (status_get_guild_id(src)) {
  7707. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7708. map_foreachinrange(skill_area_sub, src,
  7709. skill_get_splash(skill_id, skill_lv), BL_PC,
  7710. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7711. skill_castend_nodamage_id);
  7712. if (sd)
  7713. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7714. }
  7715. break;
  7716. case GD_REGENERATION:
  7717. if(flag&1) {
  7718. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7719. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7720. } else if (status_get_guild_id(src)) {
  7721. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7722. map_foreachinrange(skill_area_sub, src,
  7723. skill_get_splash(skill_id, skill_lv), BL_PC,
  7724. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7725. skill_castend_nodamage_id);
  7726. if (sd)
  7727. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7728. }
  7729. break;
  7730. case GD_RESTORE:
  7731. if(flag&1) {
  7732. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7733. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7734. } else if (status_get_guild_id(src)) {
  7735. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7736. map_foreachinrange(skill_area_sub, src,
  7737. skill_get_splash(skill_id, skill_lv), BL_PC,
  7738. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7739. skill_castend_nodamage_id);
  7740. if (sd)
  7741. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7742. }
  7743. break;
  7744. case GD_EMERGENCYCALL:
  7745. case GD_ITEMEMERGENCYCALL:
  7746. {
  7747. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7748. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7749. uint8 j = 0, calls = 0, called = 0;
  7750. struct guild *g;
  7751. // i don't know if it actually summons in a circle, but oh well. ;P
  7752. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7753. if (!g)
  7754. break;
  7755. if (skill_id == GD_ITEMEMERGENCYCALL)
  7756. switch (skill_lv) {
  7757. case 1: calls = 7; break;
  7758. case 2: calls = 12; break;
  7759. case 3: calls = 20; break;
  7760. default: calls = 0; break;
  7761. }
  7762. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7763. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7764. if (j > 8)
  7765. j = 0;
  7766. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7767. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7768. continue;
  7769. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7770. dx[j] = dy[j] = 0;
  7771. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7772. called++;
  7773. }
  7774. }
  7775. if (sd)
  7776. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7777. }
  7778. break;
  7779. case SG_FEEL:
  7780. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7781. if (sd) {
  7782. if(!sd->feel_map[skill_lv-1].index)
  7783. clif_feel_req(sd->fd,sd, skill_lv);
  7784. else
  7785. clif_feel_info(sd, skill_lv-1, 1);
  7786. }
  7787. break;
  7788. case SG_HATE:
  7789. if (sd) {
  7790. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7791. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7792. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7793. }
  7794. break;
  7795. case GS_GLITTERING:
  7796. if(sd) {
  7797. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7798. if(rnd()%100 < (20+10*skill_lv))
  7799. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7800. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7801. pc_delspiritball(sd,1,0);
  7802. }
  7803. break;
  7804. case GS_CRACKER:
  7805. /* per official standards, this skill works on players and mobs. */
  7806. if (sd && (dstsd || dstmd))
  7807. {
  7808. i =65 -5*distance_bl(src,bl); //Base rate
  7809. if (i < 30) i = 30;
  7810. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7811. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7812. }
  7813. break;
  7814. case AM_CALLHOMUN: //[orn]
  7815. if (sd && !hom_call(sd))
  7816. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7817. break;
  7818. case AM_REST:
  7819. if (sd) {
  7820. if (hom_vaporize(sd,HOM_ST_REST))
  7821. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7822. else
  7823. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7824. }
  7825. break;
  7826. case HAMI_CASTLE: //[orn]
  7827. if (src != bl && rnd()%100 < 20 * skill_lv) {
  7828. int x = src->x, y = src->y;
  7829. if (hd)
  7830. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7831. // Move source
  7832. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7833. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7834. clif_blown(src);
  7835. // Move target
  7836. if (unit_movepos(bl,x,y,0,0)) {
  7837. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  7838. clif_blown(bl);
  7839. }
  7840. map_foreachinrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  7841. }
  7842. }
  7843. else if (hd && hd->master) // Failed
  7844. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7845. else if (sd)
  7846. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7847. break;
  7848. case HVAN_CHAOTIC: //[orn]
  7849. {
  7850. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7851. int r = rnd()%100;
  7852. i = (skill_lv-1)%5;
  7853. if(r<per[i][0]) //Self
  7854. bl = src;
  7855. else if(r<per[i][1]) //Master
  7856. bl = battle_get_master(src);
  7857. else //Enemy
  7858. bl = map_id2bl(battle_gettarget(src));
  7859. if (!bl) bl = src;
  7860. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7861. //Eh? why double skill packet?
  7862. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7863. clif_skill_nodamage(src,bl,skill_id,i,1);
  7864. status_heal(bl, i, 0, 0);
  7865. }
  7866. break;
  7867. //Homun single-target support skills [orn]
  7868. case HAMI_BLOODLUST:
  7869. case HFLI_FLEET:
  7870. case HFLI_SPEED:
  7871. case HLIF_CHANGE:
  7872. case MH_ANGRIFFS_MODUS:
  7873. case MH_GOLDENE_FERSE:
  7874. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7875. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7876. if (hd)
  7877. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7878. break;
  7879. case NPC_DRAGONFEAR:
  7880. if (flag&1) {
  7881. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7882. int j;
  7883. j = i = rnd()%ARRAYLENGTH(sc);
  7884. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7885. i++;
  7886. if ( i == ARRAYLENGTH(sc) )
  7887. i = 0;
  7888. if (i == j)
  7889. break;
  7890. }
  7891. break;
  7892. }
  7893. case NPC_WIDEBLEEDING:
  7894. case NPC_WIDECONFUSE:
  7895. case NPC_WIDECURSE:
  7896. case NPC_WIDEFREEZE:
  7897. case NPC_WIDESLEEP:
  7898. case NPC_WIDESILENCE:
  7899. case NPC_WIDESTONE:
  7900. case NPC_WIDESTUN:
  7901. case NPC_SLOWCAST:
  7902. case NPC_WIDEHELLDIGNITY:
  7903. case NPC_WIDEHEALTHFEAR:
  7904. case NPC_WIDEBODYBURNNING:
  7905. case NPC_WIDEFROSTMISTY:
  7906. case NPC_WIDECOLD:
  7907. case NPC_WIDE_DEEP_SLEEP:
  7908. case NPC_WIDESIREN:
  7909. if (flag&1){
  7910. switch ( type ) {
  7911. case SC_BURNING:
  7912. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7913. break;
  7914. case SC_VOICEOFSIREN:
  7915. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7916. break;
  7917. default:
  7918. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7919. }
  7920. }
  7921. else {
  7922. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7923. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7924. map_foreachinrange(skill_area_sub, bl,
  7925. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7926. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7927. skill_castend_nodamage_id);
  7928. }
  7929. break;
  7930. case NPC_WIDESOULDRAIN:
  7931. if (flag&1)
  7932. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7933. else {
  7934. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7935. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7936. map_foreachinrange(skill_area_sub, bl,
  7937. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7938. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7939. skill_castend_nodamage_id);
  7940. }
  7941. break;
  7942. case ALL_PARTYFLEE:
  7943. if( sd && !(flag&1) ) {
  7944. if( !sd->status.party_id ) {
  7945. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7946. break;
  7947. }
  7948. 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);
  7949. } else
  7950. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7951. break;
  7952. case NPC_TALK:
  7953. case ALL_WEWISH:
  7954. case ALL_CATCRY:
  7955. case ALL_DREAM_SUMMERNIGHT:
  7956. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7957. break;
  7958. case ALL_BUYING_STORE:
  7959. if( sd )
  7960. {// players only, skill allows 5 buying slots
  7961. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  7962. }
  7963. break;
  7964. case RK_ENCHANTBLADE:
  7965. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7966. 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)));
  7967. break;
  7968. case RK_DRAGONHOWLING:
  7969. if( flag&1)
  7970. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7971. else
  7972. {
  7973. skill_area_temp[2] = 0;
  7974. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7975. map_foreachinrange(skill_area_sub, src,
  7976. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7977. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7978. skill_castend_nodamage_id);
  7979. }
  7980. break;
  7981. case RK_IGNITIONBREAK:
  7982. case LG_EARTHDRIVE:
  7983. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7984. i = skill_get_splash(skill_id,skill_lv);
  7985. if( skill_id == LG_EARTHDRIVE ) {
  7986. int dummy = 1;
  7987. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  7988. }
  7989. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7990. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7991. break;
  7992. case RK_STONEHARDSKIN:
  7993. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7994. {
  7995. int heal = sstatus->hp / 5; // 20% HP
  7996. if( status_charge(bl,heal,0) )
  7997. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7998. else
  7999. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8000. }
  8001. break;
  8002. case RK_REFRESH:
  8003. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  8004. {
  8005. int heal = status_get_max_hp(bl) * 25 / 100;
  8006. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8007. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8008. status_heal(bl,heal,0,1);
  8009. status_change_clear_buffs(bl,4);
  8010. }
  8011. break;
  8012. case RK_MILLENNIUMSHIELD:
  8013. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  8014. {
  8015. int8 rate = rnd()%100;
  8016. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  8017. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  8018. clif_millenniumshield(bl,shields);
  8019. clif_skill_nodamage(src,bl,skill_id,1,1);
  8020. }
  8021. break;
  8022. case RK_GIANTGROWTH:
  8023. case RK_VITALITYACTIVATION:
  8024. case RK_ABUNDANCE:
  8025. case RK_CRUSHSTRIKE:
  8026. if( sd )
  8027. {
  8028. int lv = 1; // RK_GIANTGROWTH
  8029. if( skill_id == RK_VITALITYACTIVATION )
  8030. lv = 2;
  8031. else if( skill_id == RK_ABUNDANCE )
  8032. lv = 6;
  8033. else if( skill_id == RK_CRUSHSTRIKE )
  8034. lv = 7;
  8035. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  8036. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8037. }
  8038. break;
  8039. case RK_FIGHTINGSPIRIT: {
  8040. // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
  8041. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8042. if( flag&1 ) {
  8043. if( skill_area_temp[1] == bl->id )
  8044. sc_start2(src,bl,type,100,7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  8045. else
  8046. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8047. } else {
  8048. if( sd && sd->status.party_id ) {
  8049. 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);
  8050. skill_area_temp[1] = src->id;
  8051. skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
  8052. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8053. 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);
  8054. }
  8055. else
  8056. sc_start2(src,bl,type,100,7,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  8057. clif_skill_nodamage(src,bl,skill_id,1,1);
  8058. }
  8059. }
  8060. break;
  8061. case RK_LUXANIMA:
  8062. if( !sd || !sd->status.party_id || flag&1 ) {
  8063. if( src == bl ) break;
  8064. while( skill_area_temp[5] >= 0x10 ) {
  8065. type = SC_NONE;
  8066. i = 0;
  8067. if( skill_area_temp[5]&0x10 ) {
  8068. if( dstsd ) {
  8069. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  8070. clif_millenniumshield(bl,i);
  8071. skill_area_temp[5] &= ~0x10;
  8072. type = SC_MILLENNIUMSHIELD;
  8073. }
  8074. } else if( skill_area_temp[5]&0x20 ) {
  8075. i = status_get_max_hp(bl) * 25 / 100;
  8076. status_change_clear_buffs(bl,4);
  8077. skill_area_temp[5] &= ~0x20;
  8078. status_heal(bl,i,0,1);
  8079. type = SC_REFRESH;
  8080. } else if( skill_area_temp[5]&0x40 ) {
  8081. skill_area_temp[5] &= ~0x40;
  8082. type = SC_GIANTGROWTH;
  8083. } else if( skill_area_temp[5]&0x80 ) {
  8084. if( dstsd ) {
  8085. i = sstatus->hp / 5;
  8086. if( status_charge(bl,i,0) )
  8087. type = SC_STONEHARDSKIN;
  8088. skill_area_temp[5] &= ~0x80;
  8089. }
  8090. } else if( skill_area_temp[5]&0x100 ) {
  8091. skill_area_temp[5] &= ~0x100;
  8092. type = SC_VITALITYACTIVATION;
  8093. } else if( skill_area_temp[5]&0x200 ) {
  8094. skill_area_temp[5] &= ~0x200;
  8095. type = SC_ABUNDANCE;
  8096. }
  8097. if( type > SC_NONE )
  8098. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  8099. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  8100. } //end while
  8101. } else if( sd ) {
  8102. if( tsc && tsc->count ) {
  8103. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  8104. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  8105. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  8106. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  8107. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  8108. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  8109. }
  8110. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8111. 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);
  8112. }
  8113. break;
  8114. case GC_ROLLINGCUTTER:
  8115. {
  8116. short count = 1;
  8117. skill_area_temp[2] = 0;
  8118. 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);
  8119. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8120. { // Every time the skill is casted the status change is reseted adding a counter.
  8121. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8122. if( count > 10 )
  8123. count = 10; // Max coounter
  8124. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8125. }
  8126. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8127. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8128. }
  8129. break;
  8130. case GC_WEAPONBLOCKING:
  8131. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8132. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8133. else
  8134. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8135. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8136. break;
  8137. case GC_CREATENEWPOISON:
  8138. if( sd )
  8139. {
  8140. clif_skill_produce_mix_list(sd,skill_id,25);
  8141. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8142. }
  8143. break;
  8144. case GC_POISONINGWEAPON:
  8145. if( sd ) {
  8146. clif_poison_list(sd,skill_lv);
  8147. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8148. }
  8149. break;
  8150. case GC_ANTIDOTE:
  8151. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8152. if( tsc )
  8153. {
  8154. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8155. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8156. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8157. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8158. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8159. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8160. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8161. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8162. }
  8163. break;
  8164. case GC_PHANTOMMENACE:
  8165. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8167. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8168. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8169. break;
  8170. case GC_HALLUCINATIONWALK:
  8171. {
  8172. int heal = status_get_max_hp(bl) / 10;
  8173. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8174. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8175. break;
  8176. }
  8177. if( !status_charge(bl,heal,0) )
  8178. {
  8179. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8180. break;
  8181. }
  8182. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8183. }
  8184. break;
  8185. case AB_ANCILLA:
  8186. if( sd ) {
  8187. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8188. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8189. }
  8190. break;
  8191. case AB_CLEMENTIA:
  8192. case AB_CANTO:
  8193. {
  8194. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8195. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8196. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8197. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8198. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8199. else if( sd )
  8200. 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);
  8201. }
  8202. break;
  8203. case AB_PRAEFATIO:
  8204. if( !sd || sd->status.party_id == 0 || flag&1 )
  8205. 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)));
  8206. else if( sd )
  8207. 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);
  8208. break;
  8209. case AB_CHEAL:
  8210. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8211. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8212. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8213. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8214. if( partycount > 1 )
  8215. i += (i / 100) * (partycount * 10) / 4;
  8216. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8217. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8218. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  8219. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8220. i = ~i + 1;
  8221. status_heal(bl, i, 0, 0);
  8222. }
  8223. } else if( sd )
  8224. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8225. break;
  8226. case AB_ORATIO:
  8227. if( flag&1 )
  8228. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8229. else {
  8230. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8231. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8232. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8233. }
  8234. break;
  8235. case AB_LAUDAAGNUS:
  8236. if( flag&1 || !sd || !sd->status.party_id ) {
  8237. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8238. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8239. // Success Chance: (40 + 10 * Skill Level) %
  8240. if( rnd()%100 > 40+10*skill_lv ) break;
  8241. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8242. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8243. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8244. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8245. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8246. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8247. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8248. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8249. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8250. } else if( sd )
  8251. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8252. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8253. break;
  8254. case AB_LAUDARAMUS:
  8255. if( flag&1 || !sd || !sd->status.party_id ) {
  8256. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8257. // Success Chance: (40 + 10 * Skill Level) %
  8258. if( rnd()%100 > 40+10*skill_lv ) break;
  8259. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8260. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8261. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8262. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8263. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8264. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8265. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8266. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8267. } else if( sd )
  8268. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8269. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8270. break;
  8271. case AB_CLEARANCE:
  8272. 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]
  8273. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8274. break;
  8275. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8276. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8277. if (sd)
  8278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8279. break;
  8280. }
  8281. if(status_isimmune(bl))
  8282. break;
  8283. //Remove bonus_script by Clearance
  8284. if (dstsd)
  8285. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8286. if(!tsc || !tsc->count)
  8287. break;
  8288. for( i = 0; i < SC_MAX; i++ ) {
  8289. if (!tsc->data[i])
  8290. continue;
  8291. switch (i) {
  8292. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8293. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8294. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8295. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8296. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8297. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8298. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8299. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8300. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8301. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8302. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8303. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8304. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8305. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8306. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8307. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8308. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8309. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8310. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8311. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8312. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8313. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8314. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8315. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8316. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8317. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8318. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8319. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8320. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8321. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8322. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8323. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8324. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8325. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8326. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8327. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8328. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8329. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8330. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8331. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8332. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8333. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8334. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8335. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8336. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8337. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  8338. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8339. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8340. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  8341. #ifdef RENEWAL
  8342. case SC_EXTREMITYFIST2:
  8343. #endif
  8344. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8345. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8346. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8347. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8348. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8349. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8350. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8351. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8352. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8353. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8354. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8355. continue;
  8356. case SC_ASSUMPTIO:
  8357. if( bl->type == BL_MOB )
  8358. continue;
  8359. break;
  8360. }
  8361. 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.
  8362. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8363. }
  8364. break;
  8365. }
  8366. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8367. break;
  8368. case AB_SILENTIUM:
  8369. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8370. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8371. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8372. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8373. break;
  8374. case WL_STASIS:
  8375. if( flag&1 )
  8376. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8377. else
  8378. {
  8379. if (battle_config.skill_wall_check)
  8380. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8381. else
  8382. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8383. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8384. }
  8385. break;
  8386. case AB_OFFERTORIUM:{
  8387. struct status_change *sc = status_get_sc(src);
  8388. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8389. if( sc ) {
  8390. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8391. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8392. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8393. }
  8394. }
  8395. }
  8396. break;
  8397. case WL_WHITEIMPRISON:
  8398. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8399. {
  8400. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8401. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8402. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8403. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8404. if( sd )
  8405. skill_blockpc_start(sd,skill_id,4000);
  8406. if( !(tsc && tsc->data[type]) ){
  8407. 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));
  8408. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8409. if( !i )
  8410. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8411. }
  8412. }else
  8413. if( sd )
  8414. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8415. break;
  8416. case WL_FROSTMISTY:
  8417. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8418. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8419. break;
  8420. case WL_JACKFROST:
  8421. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8422. if (battle_config.skill_wall_check)
  8423. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8424. else
  8425. 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);
  8426. break;
  8427. case WL_MARSHOFABYSS:
  8428. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8429. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  8430. skill_get_time(skill_id, skill_lv)));
  8431. break;
  8432. case WL_SIENNAEXECRATE:
  8433. if( status_isimmune(bl) || !tsc )
  8434. break;
  8435. if( flag&1 ) {
  8436. if( bl->id == skill_area_temp[1] )
  8437. break; // Already work on this target
  8438. if( tsc && tsc->data[SC_STONE] )
  8439. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8440. else
  8441. status_change_start(src,bl,SC_STONE,10000,skill_lv,src->id,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8442. } else {
  8443. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8444. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8445. if( rnd()%100 < rate ) { // Success on First Target
  8446. if( !tsc->data[SC_STONE] )
  8447. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,src->id,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8448. else {
  8449. rate = 1;
  8450. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8451. }
  8452. if( rate ) {
  8453. skill_area_temp[1] = bl->id;
  8454. 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);
  8455. }
  8456. // Doesn't send failure packet if it fails on defense.
  8457. }
  8458. else if( sd ) // Failure on Rate
  8459. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8460. }
  8461. break;
  8462. case WL_SUMMONFB:
  8463. case WL_SUMMONBL:
  8464. case WL_SUMMONWB:
  8465. case WL_SUMMONSTONE:
  8466. {
  8467. short element = 0, sctype = 0, pos = -1;
  8468. struct status_change *sc = status_get_sc(src);
  8469. if( !sc )
  8470. break;
  8471. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8472. if( !sctype && !sc->data[i] )
  8473. sctype = i; // Take the free SC
  8474. if( sc->data[i] )
  8475. pos = max(sc->data[i]->val2,pos);
  8476. }
  8477. if( !sctype ) {
  8478. if( sd ) // No free slots to put SC
  8479. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8480. break;
  8481. }
  8482. pos++; // Used in val2 for SC. Indicates the order of this ball
  8483. switch( skill_id ) { // Set val1. The SC element for this ball
  8484. case WL_SUMMONFB: element = WLS_FIRE; break;
  8485. case WL_SUMMONBL: element = WLS_WIND; break;
  8486. case WL_SUMMONWB: element = WLS_WATER; break;
  8487. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8488. }
  8489. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8490. clif_skill_nodamage(src,bl,skill_id,0,0);
  8491. }
  8492. break;
  8493. case WL_READING_SB:
  8494. if( sd ) {
  8495. struct status_change *sc = status_get_sc(bl);
  8496. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8497. if( sc && !sc->data[i] )
  8498. break;
  8499. if( i == SC_MAXSPELLBOOK ) {
  8500. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8501. break;
  8502. }
  8503. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8504. clif_spellbook_list(sd);
  8505. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8506. }
  8507. break;
  8508. case RA_FEARBREEZE:
  8509. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8510. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8511. break;
  8512. case RA_WUGMASTERY:
  8513. if( sd ) {
  8514. if( !pc_iswug(sd) )
  8515. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8516. else
  8517. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8518. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8519. }
  8520. break;
  8521. case RA_WUGRIDER:
  8522. if( sd ) {
  8523. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8524. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8525. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8526. } else if( pc_isridingwug(sd) ) {
  8527. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8528. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8529. }
  8530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8531. }
  8532. break;
  8533. case RA_WUGDASH:
  8534. if( tsce ) {
  8535. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8536. map_freeblock_unlock();
  8537. return 0;
  8538. }
  8539. if( sd && pc_isridingwug(sd) ) {
  8540. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8541. clif_walkok(sd);
  8542. }
  8543. break;
  8544. case RA_SENSITIVEKEEN:
  8545. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8546. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8547. 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);
  8548. break;
  8549. case NC_F_SIDESLIDE:
  8550. case NC_B_SIDESLIDE:
  8551. {
  8552. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8553. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8554. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8555. }
  8556. break;
  8557. case NC_SELFDESTRUCTION:
  8558. if( sd ) {
  8559. if( pc_ismadogear(sd) )
  8560. pc_setmadogear(sd, 0);
  8561. skill_area_temp[1] = 0;
  8562. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8563. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8564. status_set_sp(src, 0, 0);
  8565. skill_clear_unitgroup(src);
  8566. }
  8567. break;
  8568. case NC_ANALYZE:
  8569. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8570. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8571. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8572. if( sd ) pc_overheat(sd,1);
  8573. break;
  8574. case NC_MAGNETICFIELD:
  8575. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8576. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8577. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8578. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  8579. if (sd)
  8580. pc_overheat(sd,1);
  8581. break;
  8582. case NC_REPAIR:
  8583. if( sd ) {
  8584. int heal, hp = 0;
  8585. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8586. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8587. break;
  8588. }
  8589. switch(skill_lv) {
  8590. case 1: hp = 4; break;
  8591. case 2: hp = 7; break;
  8592. case 3: hp = 13; break;
  8593. case 4: hp = 17; break;
  8594. case 5: default: hp = 23; break;
  8595. }
  8596. heal = dstsd->status.max_hp * hp / 100;
  8597. status_heal(bl,heal,0,2);
  8598. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8599. }
  8600. break;
  8601. case NC_DISJOINT:
  8602. {
  8603. if( bl->type != BL_MOB ) break;
  8604. md = map_id2md(bl->id);
  8605. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8606. status_kill(bl);
  8607. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8608. }
  8609. break;
  8610. case SC_AUTOSHADOWSPELL:
  8611. if( sd ) {
  8612. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8613. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8614. {
  8615. 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]
  8616. clif_autoshadowspell_list(sd);
  8617. clif_skill_nodamage(src,bl,skill_id,1,1);
  8618. }
  8619. else
  8620. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8621. }
  8622. break;
  8623. case SC_SHADOWFORM:
  8624. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8625. 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))) )
  8626. dstsd->shadowform_id = src->id;
  8627. }
  8628. else if( sd )
  8629. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8630. break;
  8631. case SC_BODYPAINT:
  8632. if( flag&1 ) {
  8633. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  8634. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  8635. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  8636. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  8637. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  8638. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  8639. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8640. }
  8641. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  8642. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8643. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8644. } else {
  8645. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8646. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8647. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8648. }
  8649. break;
  8650. case SC_ENERVATION:
  8651. case SC_GROOMY:
  8652. case SC_LAZINESS:
  8653. case SC_UNLUCKY:
  8654. case SC_WEAKNESS:
  8655. if( !(tsc && tsc->data[type]) ) {
  8656. int rate;
  8657. if (is_boss(bl))
  8658. break;
  8659. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8660. - (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));
  8661. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8662. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8663. } else if( sd )
  8664. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8665. break;
  8666. case SC_IGNORANCE:
  8667. if( !(tsc && tsc->data[type]) ) {
  8668. int rate;
  8669. if (is_boss(bl))
  8670. break;
  8671. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8672. - (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));
  8673. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8674. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8675. int sp = 100 * skill_lv;
  8676. if( dstmd )
  8677. sp = dstmd->level;
  8678. if( !dstmd )
  8679. status_zap(bl, 0, sp);
  8680. status_heal(src, 0, sp / 2, 3);
  8681. } else if( sd )
  8682. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8683. } else if( sd )
  8684. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8685. break;
  8686. case LG_TRAMPLE:
  8687. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8688. if (rnd()%100 < (25 + 25 * skill_lv))
  8689. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8690. break;
  8691. case LG_REFLECTDAMAGE:
  8692. if( tsc && tsc->data[type] )
  8693. status_change_end(bl,type,INVALID_TIMER);
  8694. else
  8695. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8696. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8697. break;
  8698. case LG_SHIELDSPELL:
  8699. if (sd) {
  8700. int opt = 0;
  8701. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8702. struct item_data *shield_data = NULL;
  8703. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8704. shield_data = sd->inventory_data[index];
  8705. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8706. shield_def = shield_mdef = shield_refine = 10;
  8707. else {
  8708. shield_def = shield_data->def;
  8709. shield_mdef = sd->bonus.shieldmdef;
  8710. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8711. }
  8712. if (flag&1) {
  8713. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8714. break;
  8715. }
  8716. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8717. switch(skill_lv) {
  8718. case 1: { // DEF Based
  8719. int splashrange = 0;
  8720. #ifdef RENEWAL
  8721. if (shield_def >= 0 && shield_def <= 40)
  8722. #else
  8723. if (shield_def >= 0 && shield_def <= 4)
  8724. #endif
  8725. splashrange = 1;
  8726. #ifdef RENEWAL
  8727. else if (shield_def >= 41 && shield_def <= 80)
  8728. #else
  8729. else if (shield_def >= 5 && shield_def <= 9)
  8730. #endif
  8731. splashrange = 2;
  8732. else
  8733. splashrange = 3;
  8734. switch(opt) {
  8735. case 1: // Splash AoE ATK
  8736. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8737. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8738. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8739. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8740. break;
  8741. case 2: // % Damage Reflecting Increase
  8742. #ifdef RENEWAL
  8743. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8744. #else
  8745. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8746. #endif
  8747. break;
  8748. case 3: // Equipment Attack Increase
  8749. #ifdef RENEWAL
  8750. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8751. #else
  8752. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8753. #endif
  8754. break;
  8755. }
  8756. }
  8757. break;
  8758. case 2: { // MDEF Based
  8759. int splashrange = 0;
  8760. if (shield_mdef >= 1 && shield_mdef <= 3)
  8761. splashrange = 1;
  8762. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8763. splashrange = 2;
  8764. else
  8765. splashrange = 3;
  8766. switch(opt) {
  8767. case 1: // Splash AoE MATK
  8768. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8769. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8770. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8771. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8772. break;
  8773. case 2: // Splash AoE Lex Divina
  8774. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8775. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8776. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8777. break;
  8778. case 3: // Casts Magnificat.
  8779. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8780. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8781. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8782. break;
  8783. }
  8784. }
  8785. break;
  8786. case 3: // Refine Based
  8787. switch(opt) {
  8788. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8789. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8790. break;
  8791. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8792. #ifdef RENEWAL
  8793. 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);
  8794. #else
  8795. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8796. #endif
  8797. break;
  8798. case 3: // Recovers HP depending on Shield refine rate.
  8799. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8800. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8801. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8802. break;
  8803. }
  8804. break;
  8805. }
  8806. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8807. }
  8808. break;
  8809. case LG_PIETY:
  8810. if( flag&1 )
  8811. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8812. else {
  8813. skill_area_temp[2] = 0;
  8814. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  8815. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8816. }
  8817. break;
  8818. case LG_INSPIRATION:
  8819. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8820. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8821. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8822. clif_updatestatus(sd,SP_BASEEXP);
  8823. clif_updatestatus(sd,SP_JOBEXP);
  8824. }
  8825. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8826. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8827. break;
  8828. case SR_CURSEDCIRCLE:
  8829. if( flag&1 ) {
  8830. if( is_boss(bl) ) break;
  8831. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8832. if( bl->type == BL_MOB )
  8833. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8834. clif_bladestop(src, bl->id, 1);
  8835. map_freeblock_unlock();
  8836. return 1;
  8837. }
  8838. } else {
  8839. int count = 0;
  8840. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8841. 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
  8842. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8843. if( sd ) pc_delspiritball(sd, count, 0);
  8844. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8845. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8846. }
  8847. break;
  8848. case SR_RAISINGDRAGON:
  8849. if( sd ) {
  8850. short max = 5 + skill_lv;
  8851. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8852. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8853. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8854. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8855. }
  8856. break;
  8857. case SR_ASSIMILATEPOWER:
  8858. if (flag&1) {
  8859. i = 0;
  8860. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  8861. if (dstsd->spiritball > 0) {
  8862. i = dstsd->spiritball;
  8863. pc_delspiritball(dstsd,dstsd->spiritball,0);
  8864. }
  8865. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  8866. i += dstsd->spiritcharm;
  8867. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  8868. }
  8869. }
  8870. if (i)
  8871. status_percent_heal(src, 0, i);
  8872. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8873. } else {
  8874. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8875. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8876. }
  8877. break;
  8878. case SR_POWERVELOCITY:
  8879. if( !dstsd )
  8880. break;
  8881. if( sd && dstsd->spiritball <= 5 ) {
  8882. for(i = 0; i <= 5; i++) {
  8883. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8884. pc_delspiritball(sd, sd->spiritball, 0);
  8885. }
  8886. }
  8887. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8888. break;
  8889. case SR_GENTLETOUCH_CURE:
  8890. {
  8891. int heal;
  8892. if (!dstmd || dstmd->mob_id != MOBID_EMPERIUM || !mob_is_battleground(dstmd)) {
  8893. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8894. status_heal(bl, heal, 0, 0);
  8895. }
  8896. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8897. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8898. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8899. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8900. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8901. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8902. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8903. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8904. }
  8905. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8906. }
  8907. break;
  8908. case SR_GENTLETOUCH_ENERGYGAIN:
  8909. case SR_GENTLETOUCH_CHANGE:
  8910. case SR_GENTLETOUCH_REVITALIZE:
  8911. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8912. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8913. break;
  8914. case SR_FLASHCOMBO: {
  8915. const int combo[] = { SR_FLASHCOMBO_ATK_STEP1, SR_FLASHCOMBO_ATK_STEP2, SR_FLASHCOMBO_ATK_STEP3, SR_FLASHCOMBO_ATK_STEP4 };
  8916. const int delay[] = { 0, 250, 500, 2000 };
  8917. if (sd)
  8918. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8919. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8920. sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
  8921. for (i = 0; i < ARRAYLENGTH(combo); i++)
  8922. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8923. }
  8924. break;
  8925. case WA_SWING_DANCE:
  8926. case WA_MOONLIT_SERENADE:
  8927. case WA_SYMPHONY_OF_LOVER:
  8928. case MI_RUSH_WINDMILL:
  8929. case MI_ECHOSONG:
  8930. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8931. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8932. 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));
  8933. } else if( sd ) {
  8934. 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);
  8935. 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));
  8936. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8937. }
  8938. break;
  8939. case MI_HARMONIZE:
  8940. if( src != bl )
  8941. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8942. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8943. break;
  8944. case WM_DEADHILLHERE:
  8945. if( bl->type == BL_PC ) {
  8946. if( !status_isdead(bl) )
  8947. break;
  8948. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8949. int heal = tstatus->sp;
  8950. if( heal <= 0 )
  8951. heal = 1;
  8952. tstatus->hp = heal;
  8953. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8954. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8955. pc_revive((TBL_PC*)bl,heal,0);
  8956. clif_resurrection(bl,1);
  8957. }
  8958. }
  8959. break;
  8960. case WM_SIRCLEOFNATURE:
  8961. if( flag&1 )
  8962. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8963. else {
  8964. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  8965. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8966. }
  8967. break;
  8968. case WM_VOICEOFSIREN:
  8969. if (flag&1)
  8970. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  8971. else {
  8972. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster’s Job Level / 2) %
  8973. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  8974. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  8975. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  8976. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8977. }
  8978. break;
  8979. case WM_GLOOMYDAY:
  8980. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8981. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8982. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8983. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8984. {
  8985. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8986. break;
  8987. }
  8988. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8989. break;
  8990. case WM_SATURDAY_NIGHT_FEVER:
  8991. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8992. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  8993. break;
  8994. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8995. } else if( flag&2 ) {
  8996. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8997. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8998. } else if( sd ) {
  8999. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  9000. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9001. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9002. break;
  9003. }
  9004. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9005. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9006. flag |= 2;
  9007. else
  9008. flag |= 1;
  9009. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  9010. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9011. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9012. if( flag&2 ) // Dealed here to prevent conflicts
  9013. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  9014. }
  9015. break;
  9016. case WM_SONG_OF_MANA:
  9017. case WM_DANCE_WITH_WUG:
  9018. case WM_LERADS_DEW:
  9019. case WM_UNLIMITED_HUMMING_VOICE:
  9020. if( flag&1 ) { // These affect to to all party members near the caster.
  9021. struct status_change *sc = status_get_sc(src);
  9022. if( sc && sc->data[type] ) {
  9023. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9024. }
  9025. } else if( sd ) {
  9026. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  9027. 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);
  9028. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9029. }
  9030. break;
  9031. case WM_MELODYOFSINK:
  9032. case WM_BEYOND_OF_WARCRY:
  9033. if( flag&1 ) {
  9034. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9035. } else { // These affect to all targets arround the caster.
  9036. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  9037. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9038. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9039. }
  9040. }
  9041. break;
  9042. case WM_RANDOMIZESPELL:
  9043. if (!skill_improvise_count) {
  9044. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9045. break;
  9046. }
  9047. else {
  9048. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  9049. do {
  9050. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  9051. improv_skill_id = skill_improvise_db[i].skill_id;
  9052. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  9053. if (!skill_get_index(improv_skill_id)) {
  9054. if (sd)
  9055. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9056. break;
  9057. }
  9058. improv_skill_lv = 4 + skill_lv;
  9059. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9060. if( sd ) {
  9061. sd->state.abra_flag = 2;
  9062. sd->skillitem = improv_skill_id;
  9063. sd->skillitemlv = improv_skill_lv;
  9064. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9065. } else {
  9066. struct unit_data *ud = unit_bl2ud(src);
  9067. int inf = skill_get_inf(improv_skill_id);
  9068. if (!ud) break;
  9069. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9070. if (src->type == BL_PET)
  9071. bl = (struct block_list*)((TBL_PET*)src)->master;
  9072. if (!bl) bl = src;
  9073. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9074. } else {
  9075. int target_id = 0;
  9076. if (ud->target)
  9077. target_id = ud->target;
  9078. else switch (src->type) {
  9079. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9080. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9081. }
  9082. if (!target_id)
  9083. break;
  9084. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9085. bl = map_id2bl(target_id);
  9086. if (!bl) bl = src;
  9087. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9088. } else
  9089. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9090. }
  9091. }
  9092. }
  9093. break;
  9094. case RETURN_TO_ELDICASTES:
  9095. case ALL_GUARDIAN_RECALL:
  9096. case ECLAGE_RECALL:
  9097. if( sd )
  9098. {
  9099. short x=0, y=0; // Destiny position.
  9100. unsigned short mapindex=0;
  9101. switch(skill_id){
  9102. default:
  9103. case RETURN_TO_ELDICASTES:
  9104. x = 198;
  9105. y = 187;
  9106. mapindex = mapindex_name2id(MAP_DICASTES);
  9107. break;
  9108. case ALL_GUARDIAN_RECALL:
  9109. x = 44;
  9110. y = 151;
  9111. mapindex = mapindex_name2id(MAP_MORA);
  9112. break;
  9113. case ECLAGE_RECALL:
  9114. x = 47;
  9115. y = 31;
  9116. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9117. break;
  9118. }
  9119. if(!mapindex)
  9120. { //Given map not found?
  9121. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9122. map_freeblock_unlock();
  9123. return 0;
  9124. }
  9125. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9126. }
  9127. break;
  9128. case ECL_SNOWFLIP:
  9129. case ECL_PEONYMAMY:
  9130. case ECL_SADAGUI:
  9131. case ECL_SEQUOIADUST:
  9132. switch(skill_id){
  9133. case ECL_SNOWFLIP:
  9134. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9135. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9136. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9137. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9138. break;
  9139. case ECL_PEONYMAMY:
  9140. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9141. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9142. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9143. break;
  9144. case ECL_SADAGUI:
  9145. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9146. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9147. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9148. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9149. break;
  9150. case ECL_SEQUOIADUST:
  9151. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9152. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9153. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9154. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9155. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9156. break;
  9157. }
  9158. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9159. break;
  9160. case GM_SANDMAN:
  9161. if( tsc ) {
  9162. if( tsc->opt1 == OPT1_SLEEP )
  9163. tsc->opt1 = 0;
  9164. else
  9165. tsc->opt1 = OPT1_SLEEP;
  9166. clif_changeoption(bl);
  9167. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9168. }
  9169. break;
  9170. case SO_ARRULLO:
  9171. {
  9172. // Success chance: [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  9173. int rate = (15 + 5 * skill_lv) * 1000 + status_get_int(src) * 200 + (sd ? sd->status.job_level * 200 : 0) - status_get_int(bl) * 1000 / 6 - status_get_luk(bl) * 100;
  9174. // Resistance: {(Target's Base Level / 20) + (Target's Base INT / 40)} seconds
  9175. int duration = skill_get_time(skill_id, skill_lv) - (status_get_lv(bl) * 50 + (sd ? sd->status.int_ : status_get_base_status(bl)->int_) * 25);
  9176. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9177. status_change_start(src,bl,type,rate,skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9178. }
  9179. break;
  9180. case WM_LULLABY_DEEPSLEEP:
  9181. if (flag&1) {
  9182. // Resistance: {(Target's Base Level / 20) + (Target's Base INT / 20)} seconds
  9183. int duration = skill_area_temp[6] - (status_get_lv(bl) * 50 + (sd ? sd->status.int_ : status_get_base_status(bl)->int_) * 50);
  9184. status_change_start(src,bl,type,skill_area_temp[5],skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9185. } else {
  9186. // Success chance: [(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  9187. skill_area_temp[5] = (4 * skill_lv * 1000) + ((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)) * 2000 + (status_get_lv(src) * 1000 / 15) + (sd ? sd->status.job_level * 200 : 0);
  9188. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9189. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9190. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9191. }
  9192. break;
  9193. case SO_SUMMON_AGNI:
  9194. case SO_SUMMON_AQUA:
  9195. case SO_SUMMON_VENTUS:
  9196. case SO_SUMMON_TERA:
  9197. if( sd ) {
  9198. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9199. // Remove previous elemental first.
  9200. if( sd->ed )
  9201. elemental_delete(sd->ed);
  9202. // Summoning the new one.
  9203. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9205. break;
  9206. }
  9207. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9208. }
  9209. break;
  9210. case SO_EL_CONTROL:
  9211. if( sd ) {
  9212. int mode = EL_MODE_PASSIVE; // Standard mode.
  9213. if( !sd->ed ) break;
  9214. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9215. elemental_delete(sd->ed);
  9216. break;
  9217. }
  9218. switch( skill_lv ) {// Select mode bassed on skill level used.
  9219. case 2: mode = EL_MODE_ASSIST; break;
  9220. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9221. }
  9222. if( !elemental_change_mode(sd->ed,mode) ) {
  9223. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9224. break;
  9225. }
  9226. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9227. }
  9228. break;
  9229. case SO_EL_ACTION:
  9230. if( sd ) {
  9231. int duration = 3000;
  9232. if( !sd->ed )
  9233. break;
  9234. switch(sd->ed->db->class_) {
  9235. case 2115:case 2124:
  9236. case 2118:case 2121:
  9237. duration = 6000;
  9238. break;
  9239. case 2116:case 2119:
  9240. case 2122:case 2125:
  9241. duration = 9000;
  9242. break;
  9243. }
  9244. sd->skill_id_old = skill_id;
  9245. elemental_action(sd->ed, bl, tick);
  9246. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9247. skill_blockpc_start(sd, skill_id, duration);
  9248. }
  9249. break;
  9250. case SO_EL_CURE:
  9251. if( sd ) {
  9252. struct elemental_data *ed = sd->ed;
  9253. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9254. int e_hp, e_sp;
  9255. if( !ed ) break;
  9256. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9257. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9258. break;
  9259. }
  9260. e_hp = ed->battle_status.max_hp * 10 / 100;
  9261. e_sp = ed->battle_status.max_sp * 10 / 100;
  9262. status_heal(&ed->bl,e_hp,e_sp,3);
  9263. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9264. }
  9265. break;
  9266. case GN_CHANGEMATERIAL:
  9267. case SO_EL_ANALYSIS:
  9268. if( sd ) {
  9269. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9270. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9271. }
  9272. break;
  9273. case GN_BLOOD_SUCKER:
  9274. {
  9275. struct status_change *sc = status_get_sc(src);
  9276. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9277. if( tsc && tsc->data[type] ){
  9278. (sc->bs_counter)--;
  9279. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9280. }
  9281. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9282. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9283. (sc->bs_counter)++;
  9284. } else if( sd ) {
  9285. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9286. break;
  9287. }
  9288. }
  9289. break;
  9290. case GN_MANDRAGORA:
  9291. if( flag&1 ) {
  9292. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9293. if (rate < 10)
  9294. rate = 10;
  9295. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9296. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9297. if (rnd()%100 < rate) {
  9298. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9299. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9300. }
  9301. } else {
  9302. 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);
  9303. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9304. }
  9305. break;
  9306. case GN_SLINGITEM:
  9307. if( sd ) {
  9308. short ammo_id;
  9309. i = sd->equip_index[EQI_AMMO];
  9310. if( i < 0 )
  9311. break; // No ammo.
  9312. ammo_id = sd->inventory_data[i]->nameid;
  9313. if( ammo_id <= 0 )
  9314. break;
  9315. sd->itemid = ammo_id;
  9316. if( itemdb_is_GNbomb(ammo_id) ) {
  9317. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9318. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9319. 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);
  9320. else
  9321. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9322. } else //Otherwise, it fails, shows animation and removes items.
  9323. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9324. } else if (itemdb_is_GNthrowable(ammo_id)) {
  9325. switch (ammo_id) {
  9326. case ITEMID_MYSTERIOUS_POWDER: //MaxHP -2%
  9327. sc_start(src, bl, SC_MYSTERIOUS_POWDER, 100, 2, 10000);
  9328. break;
  9329. case ITEMID_BOOST500_TO_THROW: //ASPD +10%
  9330. sc_start(src, bl, SC_BOOST500, 100, 10, 500000);
  9331. break;
  9332. case ITEMID_FULL_SWINGK_TO_THROW: //WATK +50
  9333. sc_start(src, bl, SC_FULL_SWING_K, 100, 50, 500000);
  9334. break;
  9335. case ITEMID_MANA_PLUS_TO_THROW: //MATK +50
  9336. sc_start(src, bl, SC_MANA_PLUS, 100, 50, 500000);
  9337. break;
  9338. case ITEMID_CURE_FREE_TO_THROW: //Cures Silence, Bleeding, Poison, Curse, Orcish, Undead, Blind, Confusion, DPoison and heals 500 HP
  9339. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9340. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9341. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9342. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9343. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9344. status_change_end(bl, SC_CHANGEUNDEAD, INVALID_TIMER);
  9345. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9346. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9347. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  9348. status_heal(bl, 500, 0, 0);
  9349. break;
  9350. case ITEMID_STAMINA_UP_M_TO_THROW: //MaxHP +5%
  9351. sc_start(src, bl, SC_MUSTLE_M, 100, 5, 500000);
  9352. break;
  9353. case ITEMID_DIGESTIVE_F_TO_THROW: //MaxSP +5%
  9354. sc_start(src, bl, SC_LIFE_FORCE_F, 100, 5, 500000);
  9355. break;
  9356. case ITEMID_HP_INC_POTS_TO_THROW: //MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  9357. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000);
  9358. status_percent_heal(bl, 1, 0);
  9359. break;
  9360. case ITEMID_HP_INC_POTM_TO_THROW: //MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  9361. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000);
  9362. status_percent_heal(bl, 2, 0);
  9363. break;
  9364. case ITEMID_HP_INC_POTL_TO_THROW: //MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  9365. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000);
  9366. status_percent_heal(bl, 5, 0);
  9367. break;
  9368. case ITEMID_SP_INC_POTS_TO_THROW: //MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  9369. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000);
  9370. status_percent_heal(bl, 0, 2);
  9371. break;
  9372. case ITEMID_SP_INC_POTM_TO_THROW: //MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  9373. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000);
  9374. status_percent_heal(bl, 0, 4);
  9375. break;
  9376. case ITEMID_SP_INC_POTL_TO_THROW: //MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  9377. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000);
  9378. status_percent_heal(bl, 0, 8);
  9379. break;
  9380. case ITEMID_EN_WHITE_POTZ_TO_THROW: //Natural HP Recovery +20% and heals 1000 HP
  9381. sc_start(src, bl, SC_EXTRACT_WHITE_POTION_Z, 100, 20, 500000);
  9382. pc_itemheal((TBL_PC *)bl, ITEMID_EN_WHITE_POTZ_TO_THROW, 1000, 0);
  9383. break;
  9384. case ITEMID_VITATA500_TO_THROW: //Natural SP Recovery +20%, MaxSP +5%, and recovers 200 SP
  9385. sc_start2(src, bl, SC_VITATA_500, 100, 20, 5, 500000);
  9386. pc_itemheal((TBL_PC *)bl, ITEMID_VITATA500_TO_THROW, 0, 200);
  9387. break;
  9388. case ITEMID_EN_CEL_JUICE_TO_THROW: //ASPD +10%
  9389. sc_start(src, bl, SC_EXTRACT_SALAMINE_JUICE, 100, 10, 500000);
  9390. break;
  9391. case ITEMID_SAVAGE_BBQ_TO_THROW: //STR +20
  9392. sc_start(src, bl, SC_SAVAGE_STEAK, 100, 20, 300000);
  9393. break;
  9394. case ITEMID_WUG_COCKTAIL_TO_THROW: //INT +20
  9395. sc_start(src, bl, SC_COCKTAIL_WARG_BLOOD, 100, 20, 300000);
  9396. break;
  9397. case ITEMID_M_BRISKET_TO_THROW: //VIT +20
  9398. sc_start(src, bl, SC_MINOR_BBQ, 100, 20, 300000);
  9399. break;
  9400. case ITEMID_SIROMA_ICETEA_TO_THROW: //DEX +20
  9401. sc_start(src, bl, SC_SIROMA_ICE_TEA, 100, 20, 300000);
  9402. break;
  9403. case ITEMID_DROCERA_STEW_TO_THROW: //AGI +20
  9404. sc_start(src, bl, SC_DROCERA_HERB_STEAMED, 100, 20, 300000);
  9405. break;
  9406. case ITEMID_PETTI_NOODLE_TO_THROW: //LUK +20
  9407. sc_start(src, bl, SC_PUTTI_TAILS_NOODLES, 100, 20, 300000);
  9408. break;
  9409. case ITEMID_BLACK_THING_TO_THROW: //Reduces all stats by random 5 - 10
  9410. sc_start(src, bl, SC_STOMACHACHE, 100, rnd_value(5, 10), 60000);
  9411. break;
  9412. }
  9413. }
  9414. }
  9415. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9416. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9417. break;
  9418. case GN_MIX_COOKING:
  9419. case GN_MAKEBOMB:
  9420. case GN_S_PHARMACY:
  9421. if( sd ) {
  9422. int qty = 1;
  9423. sd->skill_id_old = skill_id;
  9424. sd->skill_lv_old = skill_lv;
  9425. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9426. qty = 10;
  9427. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9428. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9429. }
  9430. break;
  9431. case EL_CIRCLE_OF_FIRE:
  9432. case EL_PYROTECHNIC:
  9433. case EL_HEATER:
  9434. case EL_TROPIC:
  9435. case EL_AQUAPLAY:
  9436. case EL_COOLER:
  9437. case EL_CHILLY_AIR:
  9438. case EL_GUST:
  9439. case EL_BLAST:
  9440. case EL_WILD_STORM:
  9441. case EL_PETROLOGY:
  9442. case EL_CURSED_SOIL:
  9443. case EL_UPHEAVAL:
  9444. case EL_FIRE_CLOAK:
  9445. case EL_WATER_DROP:
  9446. case EL_WIND_CURTAIN:
  9447. case EL_SOLID_SKIN:
  9448. case EL_STONE_SHIELD:
  9449. case EL_WIND_STEP: {
  9450. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9451. if( ele ) {
  9452. sc_type type2 = (sc_type)(type-1);
  9453. struct status_change *sc = status_get_sc(&ele->bl);
  9454. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9455. elemental_clean_single_effect(ele, skill_id);
  9456. } else {
  9457. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9458. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9459. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9460. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
  9461. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9462. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9463. }
  9464. }
  9465. }
  9466. break;
  9467. case EL_FIRE_MANTLE:
  9468. case EL_WATER_BARRIER:
  9469. case EL_ZEPHYR:
  9470. case EL_POWER_OF_GAIA:
  9471. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9472. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9473. break;
  9474. case EL_WATER_SCREEN: {
  9475. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9476. if( ele ) {
  9477. struct status_change *sc = status_get_sc(&ele->bl);
  9478. sc_type type2 = (sc_type)(type-1);
  9479. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9480. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9481. elemental_clean_single_effect(ele, skill_id);
  9482. } else {
  9483. // This not heals at the end.
  9484. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9485. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9486. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9487. }
  9488. }
  9489. }
  9490. break;
  9491. case KO_KAHU_ENTEN:
  9492. case KO_HYOUHU_HUBUKI:
  9493. case KO_KAZEHU_SEIRAN:
  9494. case KO_DOHU_KOUKAI:
  9495. if (sd) {
  9496. int ele_type = skill_get_ele(skill_id,skill_lv);
  9497. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9498. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9499. }
  9500. break;
  9501. case KO_ZANZOU:
  9502. if(sd){
  9503. struct mob_data *md2;
  9504. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9505. if( md2 )
  9506. {
  9507. md2->master_id = src->id;
  9508. md2->special_state.ai = AI_ZANZOU;
  9509. if( md2->deletetimer != INVALID_TIMER )
  9510. delete_timer(md2->deletetimer, mob_timer_delete);
  9511. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9512. mob_spawn( md2 );
  9513. pc_setinvincibletimer(sd,500);// unlock target lock
  9514. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9515. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9516. }
  9517. }
  9518. break;
  9519. case KO_KYOUGAKU:
  9520. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9521. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9522. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9523. }else if( sd )
  9524. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9525. break;
  9526. case KO_JYUSATSU:
  9527. if( dstsd && tsc && !tsc->data[type] &&
  9528. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9529. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9530. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID));
  9531. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  9532. if( status_get_lv(bl) <= status_get_lv(src) )
  9533. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9534. }else if( sd )
  9535. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9536. break;
  9537. case KO_GENWAKU:
  9538. if ((dstsd || dstmd) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  9539. int x = src->x, y = src->y;
  9540. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9541. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9542. break;
  9543. }
  9544. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  9545. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9546. if (!is_boss(bl))
  9547. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9548. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  9549. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9550. clif_blown(src);
  9551. if (!is_boss(bl) && unit_movepos(bl,x,y,0,0)) {
  9552. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9553. clif_sitting(bl); //Avoid sitting sync problem
  9554. clif_blown(bl);
  9555. }
  9556. }
  9557. }
  9558. break;
  9559. case OB_AKAITSUKI:
  9560. case OB_OBOROGENSOU:
  9561. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9562. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9564. break;
  9565. }
  9566. case KO_IZAYOI:
  9567. case OB_ZANGETSU:
  9568. case KG_KYOMU:
  9569. case KG_KAGEMUSYA:
  9570. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9571. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9572. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9573. break;
  9574. case KG_KAGEHUMI:
  9575. if( flag&1 ){
  9576. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9577. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9578. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9579. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9580. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9581. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9582. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9583. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9584. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9585. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9586. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9587. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9588. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9589. }
  9590. if( skill_area_temp[2] == 1 ){
  9591. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9592. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9593. }
  9594. }else{
  9595. skill_area_temp[2] = 0;
  9596. if (battle_config.skill_wall_check)
  9597. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9598. else
  9599. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9600. }
  9601. break;
  9602. case MH_SILENT_BREEZE:
  9603. {
  9604. int heal = 5 * status_get_lv(&hd->bl) +
  9605. #ifdef RENEWAL
  9606. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9607. #else
  9608. status_base_matk_min(&hd->battle_status);
  9609. #endif
  9610. //Silences the homunculus and target
  9611. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9612. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9613. //Recover the target's HP
  9614. status_heal(bl,heal,0,3);
  9615. //Removes these SC from target
  9616. if (tsc) {
  9617. const enum sc_type scs[] = {
  9618. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9619. };
  9620. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9621. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9622. }
  9623. if (hd)
  9624. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9625. }
  9626. break;
  9627. case MH_OVERED_BOOST:
  9628. if (hd) {
  9629. struct block_list *s_bl = battle_get_master(src);
  9630. if(hd->homunculus.hunger>50) //reduce hunger
  9631. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9632. else
  9633. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9634. if(s_bl && s_bl->type==BL_PC) {
  9635. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9636. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9637. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9638. }
  9639. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9640. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9641. }
  9642. break;
  9643. case MH_GRANITIC_ARMOR:
  9644. case MH_PYROCLASTIC:
  9645. if(hd) {
  9646. struct block_list *s_bl = battle_get_master(src);
  9647. 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
  9648. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9649. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9650. }
  9651. break;
  9652. case MH_LIGHT_OF_REGENE: //self
  9653. if(hd) {
  9654. struct block_list *s_bl = battle_get_master(src);
  9655. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9656. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9657. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9658. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9659. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9660. }
  9661. break;
  9662. case MH_STYLE_CHANGE:
  9663. if(hd){
  9664. struct status_change_entry *sce;
  9665. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9666. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9667. else sce->val1 = MH_MD_FIGHTING;
  9668. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9669. char output[128];
  9670. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9671. clif_colormes(hd->master->fd, color_table[COLOR_RED], output);
  9672. }
  9673. }
  9674. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9675. }
  9676. break;
  9677. case MH_MAGMA_FLOW:
  9678. case MH_PAIN_KILLER:
  9679. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9680. if (hd)
  9681. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9682. break;
  9683. case MH_SUMMON_LEGION: {
  9684. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9685. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9686. struct mob_data *sum_md;
  9687. int i_slave,c=0;
  9688. int maxcount = qty[skill_lv-1];
  9689. 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);
  9690. if(c >= maxcount) return 0; //max qty already spawned
  9691. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9692. 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);
  9693. if (sum_md) {
  9694. sum_md->master_id = src->id;
  9695. sum_md->special_state.ai = AI_LEGION;
  9696. if (sum_md->deletetimer != INVALID_TIMER)
  9697. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9698. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9699. mob_spawn(sum_md); //Now it is ready for spawning.
  9700. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9701. }
  9702. }
  9703. if (hd)
  9704. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9705. }
  9706. break;
  9707. case RL_RICHS_COIN:
  9708. if (sd) {
  9709. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9710. for (i = 0; i < 10; i++)
  9711. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9712. }
  9713. break;
  9714. case RL_C_MARKER:
  9715. if (sd) {
  9716. // If marked by someone else, failed
  9717. if (tsce && tsce->val2 != src->id) {
  9718. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9719. break;
  9720. }
  9721. // Check if marked before
  9722. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9723. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9724. // Find empty slot
  9725. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9726. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9727. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9728. break;
  9729. }
  9730. }
  9731. sd->c_marker[i] = bl->id;
  9732. 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);
  9733. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9734. }
  9735. // If mob casts this, at least SC_C_MARKER as debuff
  9736. else {
  9737. 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);
  9738. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9739. }
  9740. break;
  9741. case RL_D_TAIL:
  9742. if (sd) {
  9743. if (battle_config.skill_wall_check)
  9744. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9745. else
  9746. 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);
  9747. if (!skill_area_temp[0]) {
  9748. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9749. break;
  9750. }
  9751. }
  9752. if (battle_config.skill_wall_check)
  9753. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9754. else
  9755. 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);
  9756. skill_area_temp[0] = 0;
  9757. break;
  9758. case RL_QD_SHOT:
  9759. if (sd) {
  9760. skill_area_temp[1] = bl->id;
  9761. // Check surrounding
  9762. if (battle_config.skill_wall_check)
  9763. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9764. else
  9765. 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);
  9766. if (skill_area_temp[0])
  9767. 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);
  9768. // Main target always receives damage
  9769. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9770. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9771. if (tsc && tsc->data[SC_C_MARKER])
  9772. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9773. }
  9774. else {
  9775. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9776. if (battle_config.skill_wall_check)
  9777. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9778. else
  9779. 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);
  9780. }
  9781. skill_area_temp[0] = 0;
  9782. skill_area_temp[1] = 0;
  9783. break;
  9784. case RL_FLICKER:
  9785. if (sd) {
  9786. int16 splash = skill_get_splash(skill_id, skill_lv);
  9787. sd->flicker = true;
  9788. skill_area_temp[1] = 0;
  9789. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9790. // Detonate RL_B_TRAP
  9791. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9792. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9793. }
  9794. // Detonate RL_H_MINE
  9795. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9796. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9797. sd->flicker = false;
  9798. }
  9799. break;
  9800. case SO_ELEMENTAL_SHIELD:
  9801. if (!sd || sd->status.party_id == 0 || flag&1) {
  9802. if (sd && sd->status.party_id == 0) {
  9803. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9804. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9805. elemental_delete(sd->ed);
  9806. }
  9807. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9808. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9809. }
  9810. else {
  9811. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9812. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9813. elemental_delete(sd->ed);
  9814. 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);
  9815. }
  9816. break;
  9817. default:
  9818. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9819. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9820. map_freeblock_unlock();
  9821. return 1;
  9822. }
  9823. if (skill_id != SR_CURSEDCIRCLE) {
  9824. struct status_change *sc = status_get_sc(src);
  9825. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  9826. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9827. }
  9828. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9829. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9830. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9831. }
  9832. if( sd && !(flag&1) )
  9833. {// ensure that the skill last-cast tick is recorded
  9834. sd->canskill_tick = gettick();
  9835. if( sd->state.arrow_atk )
  9836. {// consume arrow on last invocation to this skill.
  9837. battle_consume_ammo(sd, skill_id, skill_lv);
  9838. }
  9839. skill_onskillusage(sd, bl, skill_id, tick);
  9840. // perform skill requirement consumption
  9841. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9842. }
  9843. map_freeblock_unlock();
  9844. return 0;
  9845. }
  9846. /**
  9847. * Checking that causing skill failed
  9848. * @param src Caster
  9849. * @param target Target
  9850. * @param skill_id
  9851. * @param skill_lv
  9852. * @return -1 success, others are failed @see enum useskill_fail_cause.
  9853. **/
  9854. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  9855. int inf = skill_get_inf(skill_id);
  9856. int inf2 = skill_get_inf2(skill_id);
  9857. struct map_session_data *sd = BL_CAST(BL_PC, src);
  9858. struct status_change *tsc = status_get_sc(target);
  9859. switch (skill_id) {
  9860. case RG_BACKSTAP:
  9861. {
  9862. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9863. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  9864. return USESKILL_FAIL_MAX;
  9865. }
  9866. break;
  9867. case PR_TURNUNDEAD:
  9868. {
  9869. struct status_data *tstatus = status_get_status_data(target);
  9870. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  9871. return USESKILL_FAIL_MAX;
  9872. }
  9873. break;
  9874. case PR_LEXDIVINA:
  9875. case MER_LEXDIVINA:
  9876. {
  9877. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9878. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE])) {
  9879. clif_skill_nodamage (src, target, skill_id, skill_lv, 0);
  9880. return USESKILL_FAIL_MAX;
  9881. }
  9882. }
  9883. break;
  9884. // Check if path can be reached
  9885. case RA_WUGSTRIKE:
  9886. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9887. return USESKILL_FAIL_MAX;
  9888. break;
  9889. }
  9890. // Check partner
  9891. if (sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 ) {
  9892. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9893. return USESKILL_FAIL_NEED_HELPER;
  9894. }
  9895. if (inf&INF_ATTACK_SKILL ||
  9896. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9897. ) // Casted through combo.
  9898. inf = BCT_ENEMY; //Offensive skill.
  9899. else if (inf2&INF2_NO_ENEMY)
  9900. inf = BCT_NOENEMY;
  9901. else
  9902. inf = 0;
  9903. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  9904. inf |=
  9905. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9906. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9907. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9908. inf &= ~BCT_NEUTRAL;
  9909. }
  9910. switch (skill_id) {
  9911. // Cannot be casted to Emperium
  9912. case SL_SKE:
  9913. case SL_SKA:
  9914. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  9915. return USESKILL_FAIL_MAX;
  9916. break;
  9917. // Still can be casted to party member in normal map
  9918. case RK_PHANTOMTHRUST:
  9919. case AB_CLEARANCE:
  9920. if (target->type != BL_MOB && !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0)
  9921. return USESKILL_FAIL_MAX;
  9922. inf |= BCT_PARTY;
  9923. break;
  9924. }
  9925. if (inf && battle_check_target(src, target, inf) <= 0)
  9926. return USESKILL_FAIL_LEVEL;
  9927. // Fogwall makes all offensive-type targetted skills fail at 75%
  9928. // Jump Kick can still fail even though you can jump to friendly targets.
  9929. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  9930. return USESKILL_FAIL_LEVEL;
  9931. return -1;
  9932. }
  9933. /**
  9934. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  9935. * @param tid
  9936. * @param tick
  9937. * @param data
  9938. **/
  9939. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9940. {
  9941. struct block_list *target, *src;
  9942. struct map_session_data *sd;
  9943. struct mob_data *md;
  9944. struct unit_data *ud;
  9945. struct status_change *sc = NULL;
  9946. int flag = 0;
  9947. src = map_id2bl(id);
  9948. if( src == NULL )
  9949. {
  9950. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9951. return 0;// not found
  9952. }
  9953. ud = unit_bl2ud(src);
  9954. if( ud == NULL )
  9955. {
  9956. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9957. return 0;// ???
  9958. }
  9959. sd = BL_CAST(BL_PC, src);
  9960. md = BL_CAST(BL_MOB, src);
  9961. if( src->prev == NULL ) {
  9962. ud->skilltimer = INVALID_TIMER;
  9963. return 0;
  9964. }
  9965. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9966. if( ud->skilltimer != tid ) {
  9967. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9968. ud->skilltimer = INVALID_TIMER;
  9969. return 0;
  9970. }
  9971. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9972. {// restore original walk speed
  9973. ud->skilltimer = INVALID_TIMER;
  9974. status_calc_bl(&sd->bl, SCB_SPEED);
  9975. }
  9976. ud->skilltimer = INVALID_TIMER;
  9977. }
  9978. if (ud->skilltarget == id)
  9979. target = src;
  9980. else
  9981. target = map_id2bl(ud->skilltarget);
  9982. // Use a do so that you can break out of it when the skill fails.
  9983. do {
  9984. bool fail = false;
  9985. int8 res = USESKILL_FAIL_LEVEL;
  9986. if (!target || target->prev == NULL)
  9987. break;
  9988. if (src->m != target->m || status_isdead(src))
  9989. break;
  9990. //These should become skill_castend_pos
  9991. switch (ud->skill_id) {
  9992. case WE_CALLPARTNER:
  9993. if (sd)
  9994. clif_callpartner(sd);
  9995. case WE_CALLPARENT:
  9996. if (sd) {
  9997. struct map_session_data *f_sd = pc_get_father(sd);
  9998. struct map_session_data *m_sd = pc_get_mother(sd);
  9999. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10000. fail = true;
  10001. break;
  10002. }
  10003. }
  10004. case WE_CALLBABY:
  10005. if (sd) {
  10006. struct map_session_data *c_sd = pc_get_child(sd);
  10007. if (c_sd && c_sd->state.autotrade) {
  10008. fail = true;
  10009. break;
  10010. }
  10011. }
  10012. case AM_RESURRECTHOMUN:
  10013. case PF_SPIDERWEB:
  10014. {
  10015. //Find a random spot to place the skill. [Skotlex]
  10016. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10017. ud->skillx = target->x + splash;
  10018. ud->skilly = target->y + splash;
  10019. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10020. ud->skillx = target->x;
  10021. ud->skilly = target->y;
  10022. }
  10023. ud->skilltimer = tid;
  10024. return skill_castend_pos(tid,tick,id,data);
  10025. }
  10026. case GN_WALLOFTHORN:
  10027. case SC_ESCAPE:
  10028. ud->skillx = target->x;
  10029. ud->skilly = target->y;
  10030. ud->skilltimer = tid;
  10031. return skill_castend_pos(tid,tick,id,data);
  10032. }
  10033. // Failing
  10034. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10035. if (sd && res != USESKILL_FAIL_MAX)
  10036. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10037. break;
  10038. }
  10039. //Avoid doing double checks for instant-cast skills.
  10040. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10041. break;
  10042. if(md) {
  10043. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10044. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10045. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10046. }
  10047. if(src != target && battle_config.skill_add_range &&
  10048. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  10049. {
  10050. if (sd) {
  10051. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10052. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10053. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  10054. }
  10055. break;
  10056. }
  10057. #ifdef OFFICIAL_WALKPATH
  10058. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  10059. {
  10060. if (sd) {
  10061. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10062. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10063. }
  10064. break;
  10065. }
  10066. #endif
  10067. if( sd )
  10068. {
  10069. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10070. break;
  10071. else
  10072. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10073. }
  10074. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10075. break;
  10076. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10077. ud->state.running = 0;
  10078. status_change_end(src, SC_RUN, INVALID_TIMER);
  10079. flag = 1;
  10080. }
  10081. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10082. unit_stop_walking(src,1);
  10083. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10084. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  10085. if (sd) { //Cooldown application
  10086. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10087. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10088. }
  10089. if( battle_config.display_status_timers && sd )
  10090. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10091. if( sd )
  10092. {
  10093. switch( ud->skill_id )
  10094. {
  10095. case GS_DESPERADO:
  10096. case RL_FIREDANCE:
  10097. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10098. break;
  10099. case CR_GRANDCROSS:
  10100. case NPC_GRANDDARKNESS:
  10101. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  10102. {
  10103. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  10104. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  10105. break;
  10106. }
  10107. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10108. break;
  10109. }
  10110. }
  10111. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10112. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10113. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10114. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10115. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10116. map_freeblock_lock();
  10117. // only normal attack and auto cast skills benefit from its bonuses
  10118. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10119. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10120. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10121. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10122. else
  10123. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10124. sc = status_get_sc(src);
  10125. if(sc && sc->count) {
  10126. if(sc->data[SC_SPIRIT] &&
  10127. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10128. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10129. ud->skill_id != WZ_WATERBALL)
  10130. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10131. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  10132. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10133. }
  10134. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  10135. sd->skillitem = sd->skillitemlv = 0;
  10136. if (ud->skilltimer == INVALID_TIMER) {
  10137. if(md) md->skill_idx = -1;
  10138. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10139. ud->skill_lv = ud->skilltarget = 0;
  10140. }
  10141. map_freeblock_unlock();
  10142. return 1;
  10143. } while(0);
  10144. //Skill failed.
  10145. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10146. { //When Asura fails... (except when it fails from Wall of Fog)
  10147. //Consume SP/spheres
  10148. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10149. status_set_sp(src, 0, 0);
  10150. sc = &sd->sc;
  10151. if (sc->count)
  10152. { //End states
  10153. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10154. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10155. #ifdef RENEWAL
  10156. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10157. #endif
  10158. }
  10159. if( target && target->m == src->m ) { //Move character to target anyway.
  10160. short x, y;
  10161. short dir = map_calc_dir(src,target->x,target->y);
  10162. //Move 3 cells (From Caster)
  10163. if( dir > 0 && dir < 4 )
  10164. x = -3;
  10165. else if( dir > 4 )
  10166. x = 3;
  10167. else
  10168. x = 0;
  10169. if( dir > 2 && dir < 6 )
  10170. y = -3;
  10171. else if( dir == 7 || dir < 2 )
  10172. y = 3;
  10173. else
  10174. y = 0;
  10175. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10176. clif_blown(src);
  10177. clif_spiritball(src);
  10178. }
  10179. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  10180. }
  10181. }
  10182. ud->skill_id = ud->skilltarget = 0;
  10183. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10184. ud->canact_tick = tick;
  10185. //You can't place a skill failed packet here because it would be
  10186. //sent in ALL cases, even cases where skill_check_condition fails
  10187. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10188. if(sd)
  10189. sd->skillitem = sd->skillitemlv = 0;
  10190. else if(md)
  10191. md->skill_idx = -1;
  10192. return 0;
  10193. }
  10194. /*==========================================
  10195. *
  10196. *------------------------------------------*/
  10197. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  10198. {
  10199. struct block_list* src = map_id2bl(id);
  10200. struct map_session_data *sd;
  10201. struct unit_data *ud = unit_bl2ud(src);
  10202. struct mob_data *md;
  10203. nullpo_ret(ud);
  10204. sd = BL_CAST(BL_PC , src);
  10205. md = BL_CAST(BL_MOB, src);
  10206. if( src->prev == NULL ) {
  10207. ud->skilltimer = INVALID_TIMER;
  10208. return 0;
  10209. }
  10210. if( ud->skilltimer != tid )
  10211. {
  10212. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10213. ud->skilltimer = INVALID_TIMER;
  10214. return 0;
  10215. }
  10216. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10217. {// restore original walk speed
  10218. ud->skilltimer = INVALID_TIMER;
  10219. status_calc_bl(&sd->bl, SCB_SPEED);
  10220. }
  10221. ud->skilltimer = INVALID_TIMER;
  10222. do {
  10223. int maxcount=0;
  10224. if( status_isdead(src) )
  10225. break;
  10226. if( !(src->type&battle_config.skill_reiteration) &&
  10227. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  10228. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  10229. )
  10230. {
  10231. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_DUPLICATE_RANGEIN,0);
  10232. break;
  10233. }
  10234. if( src->type&battle_config.skill_nofootset &&
  10235. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  10236. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  10237. )
  10238. {
  10239. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10240. break;
  10241. }
  10242. if( src->type&battle_config.land_skill_limit &&
  10243. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  10244. ) {
  10245. int i;
  10246. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  10247. if(ud->skillunit[i]->skill_id == ud->skill_id)
  10248. maxcount--;
  10249. }
  10250. if( maxcount == 0 )
  10251. {
  10252. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10253. break;
  10254. }
  10255. }
  10256. if(tid != INVALID_TIMER)
  10257. { //Avoid double checks on instant cast skills. [Skotlex]
  10258. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10259. break;
  10260. if(battle_config.skill_add_range &&
  10261. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  10262. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10263. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  10264. break;
  10265. }
  10266. }
  10267. if( sd )
  10268. {
  10269. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10270. break;
  10271. else
  10272. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10273. }
  10274. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10275. break;
  10276. if(md) {
  10277. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10278. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10279. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10280. }
  10281. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10282. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10283. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10284. if (ud->walktimer != INVALID_TIMER)
  10285. unit_stop_walking(src,1);
  10286. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10287. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  10288. if (sd) { //Cooldown application
  10289. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10290. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10291. }
  10292. if( battle_config.display_status_timers && sd )
  10293. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10294. // if( sd )
  10295. // {
  10296. // switch( ud->skill_id )
  10297. // {
  10298. // case ????:
  10299. // sd->canequip_tick = tick + ????;
  10300. // break;
  10301. // }
  10302. // }
  10303. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10304. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10305. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10306. map_freeblock_lock();
  10307. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10308. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10309. sd->skillitem = sd->skillitemlv = 0;
  10310. if (ud->skilltimer == INVALID_TIMER) {
  10311. if (md) md->skill_idx = -1;
  10312. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10313. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10314. }
  10315. map_freeblock_unlock();
  10316. return 1;
  10317. } while(0);
  10318. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10319. ud->canact_tick = tick;
  10320. ud->skill_id = ud->skill_lv = 0;
  10321. if(sd)
  10322. sd->skillitem = sd->skillitemlv = 0;
  10323. else if(md)
  10324. md->skill_idx = -1;
  10325. return 0;
  10326. }
  10327. /* skill count without self */
  10328. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10329. struct block_list* src = va_arg(ap, struct block_list*);
  10330. if( src->id != bl->id ) {
  10331. return 1;
  10332. }
  10333. return 0;
  10334. }
  10335. /*==========================================
  10336. *
  10337. *------------------------------------------*/
  10338. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10339. {
  10340. struct map_session_data* sd;
  10341. struct status_change* sc;
  10342. struct status_change_entry *sce;
  10343. struct skill_unit_group* sg;
  10344. enum sc_type type;
  10345. int i;
  10346. //if(skill_lv <= 0) return 0;
  10347. if(skill_id > 0 && !skill_lv) return 0; // celest
  10348. nullpo_ret(src);
  10349. if(status_isdead(src))
  10350. return 0;
  10351. sd = BL_CAST(BL_PC, src);
  10352. sc = status_get_sc(src);
  10353. type = status_skill2sc(skill_id);
  10354. sce = (sc && type != -1)?sc->data[type]:NULL;
  10355. switch (skill_id) { //Skill effect.
  10356. case WZ_METEOR:
  10357. case WZ_ICEWALL:
  10358. case MO_BODYRELOCATION:
  10359. case CR_CULTIVATION:
  10360. case HW_GANBANTEIN:
  10361. case LG_EARTHDRIVE:
  10362. case SC_ESCAPE:
  10363. case RL_HAMMER_OF_GOD:
  10364. break; //Effect is displayed on respective switch case.
  10365. default:
  10366. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10367. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10368. else
  10369. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10370. }
  10371. switch(skill_id)
  10372. {
  10373. case PR_BENEDICTIO:
  10374. skill_area_temp[1] = src->id;
  10375. i = skill_get_splash(skill_id, skill_lv);
  10376. map_foreachinarea(skill_area_sub,
  10377. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10378. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10379. skill_castend_nodamage_id);
  10380. map_foreachinarea(skill_area_sub,
  10381. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10382. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10383. skill_castend_damage_id);
  10384. break;
  10385. case BS_HAMMERFALL:
  10386. i = skill_get_splash(skill_id, skill_lv);
  10387. map_foreachinarea (skill_area_sub,
  10388. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10389. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10390. skill_castend_nodamage_id);
  10391. break;
  10392. case HT_DETECTING:
  10393. i = skill_get_splash(skill_id, skill_lv);
  10394. map_foreachinarea( status_change_timer_sub,
  10395. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10396. src,NULL,SC_SIGHT,tick);
  10397. if(battle_config.traps_setting&1)
  10398. map_foreachinarea(skill_reveal_trap, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  10399. break;
  10400. break;
  10401. case SR_RIDEINLIGHTNING:
  10402. i = skill_get_splash(skill_id, skill_lv);
  10403. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10404. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10405. break;
  10406. case SA_VOLCANO:
  10407. case SA_DELUGE:
  10408. case SA_VIOLENTGALE:
  10409. { //Does not consumes if the skill is already active. [Skotlex]
  10410. struct skill_unit_group *sg2;
  10411. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10412. {
  10413. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10414. {
  10415. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10416. return 0; // not to consume items
  10417. }
  10418. else
  10419. sg2->limit = 0; //Disable it.
  10420. }
  10421. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10422. break;
  10423. }
  10424. // Skill Unit Setting
  10425. case MG_SAFETYWALL:
  10426. case MG_FIREWALL:
  10427. case MG_THUNDERSTORM:
  10428. case AL_PNEUMA:
  10429. case WZ_FIREPILLAR:
  10430. case WZ_QUAGMIRE:
  10431. case WZ_VERMILION:
  10432. case WZ_STORMGUST:
  10433. case WZ_HEAVENDRIVE:
  10434. case PR_SANCTUARY:
  10435. case PR_MAGNUS:
  10436. case CR_GRANDCROSS:
  10437. case NPC_GRANDDARKNESS:
  10438. case HT_SKIDTRAP:
  10439. case MA_SKIDTRAP:
  10440. case HT_LANDMINE:
  10441. case MA_LANDMINE:
  10442. case HT_ANKLESNARE:
  10443. case HT_SHOCKWAVE:
  10444. case HT_SANDMAN:
  10445. case MA_SANDMAN:
  10446. case HT_FLASHER:
  10447. case HT_FREEZINGTRAP:
  10448. case MA_FREEZINGTRAP:
  10449. case HT_BLASTMINE:
  10450. case HT_CLAYMORETRAP:
  10451. case AS_VENOMDUST:
  10452. case AM_DEMONSTRATION:
  10453. case PF_FOGWALL:
  10454. case PF_SPIDERWEB:
  10455. case HT_TALKIEBOX:
  10456. case WE_CALLPARTNER:
  10457. case WE_CALLPARENT:
  10458. case WE_CALLBABY:
  10459. case AC_SHOWER: //Ground-placed skill implementation.
  10460. case MA_SHOWER:
  10461. case SA_LANDPROTECTOR:
  10462. case BD_LULLABY:
  10463. case BD_RICHMANKIM:
  10464. case BD_ETERNALCHAOS:
  10465. case BD_DRUMBATTLEFIELD:
  10466. case BD_RINGNIBELUNGEN:
  10467. case BD_ROKISWEIL:
  10468. case BD_INTOABYSS:
  10469. case BD_SIEGFRIED:
  10470. case BA_DISSONANCE:
  10471. case BA_POEMBRAGI:
  10472. case BA_WHISTLE:
  10473. case BA_ASSASSINCROSS:
  10474. case BA_APPLEIDUN:
  10475. case DC_UGLYDANCE:
  10476. case DC_HUMMING:
  10477. case DC_DONTFORGETME:
  10478. case DC_FORTUNEKISS:
  10479. case DC_SERVICEFORYOU:
  10480. case CG_MOONLIT:
  10481. case GS_DESPERADO:
  10482. case NJ_KAENSIN:
  10483. case NJ_BAKUENRYU:
  10484. case NJ_SUITON:
  10485. case NJ_HYOUSYOURAKU:
  10486. case NJ_RAIGEKISAI:
  10487. case NJ_KAMAITACHI:
  10488. #ifdef RENEWAL
  10489. case NJ_HUUMA:
  10490. #endif
  10491. case NPC_EVILLAND:
  10492. case RA_ELECTRICSHOCKER:
  10493. case RA_CLUSTERBOMB:
  10494. case RA_MAGENTATRAP:
  10495. case RA_COBALTTRAP:
  10496. case RA_MAIZETRAP:
  10497. case RA_VERDURETRAP:
  10498. case RA_FIRINGTRAP:
  10499. case RA_ICEBOUNDTRAP:
  10500. case SC_MANHOLE:
  10501. case SC_DIMENSIONDOOR:
  10502. case SC_CHAOSPANIC:
  10503. case SC_MAELSTROM:
  10504. case SC_BLOODYLUST:
  10505. case WM_REVERBERATION:
  10506. case WM_POEMOFNETHERWORLD:
  10507. case SO_PSYCHIC_WAVE:
  10508. case SO_VACUUM_EXTREME:
  10509. case GN_THORNS_TRAP:
  10510. case GN_DEMONIC_FIRE:
  10511. case GN_HELLS_PLANT:
  10512. case SO_EARTHGRAVE:
  10513. case SO_DIAMONDDUST:
  10514. case SO_FIRE_INSIGNIA:
  10515. case SO_WATER_INSIGNIA:
  10516. case SO_WIND_INSIGNIA:
  10517. case SO_EARTH_INSIGNIA:
  10518. case KO_HUUMARANKA:
  10519. case KO_BAKURETSU:
  10520. case KO_ZENKAI:
  10521. case MH_LAVA_SLIDE:
  10522. case MH_VOLCANIC_ASH:
  10523. case MH_POISON_MIST:
  10524. case MH_STEINWAND:
  10525. case MH_XENO_SLASHER:
  10526. case LG_KINGS_GRACE:
  10527. case RL_B_TRAP:
  10528. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10529. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10530. case GN_WALLOFTHORN:
  10531. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10532. break;
  10533. case WZ_ICEWALL:
  10534. flag|=1;
  10535. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10536. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10537. break;
  10538. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10539. skill_clear_unitgroup(src);
  10540. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10541. flag|=1;
  10542. break;
  10543. case HP_BASILICA:
  10544. if( sc->data[SC_BASILICA] ) {
  10545. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10546. return 0;
  10547. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10548. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10549. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10550. return 0;
  10551. }
  10552. skill_clear_unitgroup(src);
  10553. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10554. flag|=1;
  10555. }
  10556. break;
  10557. case CG_HERMODE:
  10558. skill_clear_unitgroup(src);
  10559. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10560. sc_start4(src,src,SC_DANCING,100,
  10561. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10562. flag|=1;
  10563. break;
  10564. case RG_CLEANER: // [Valaris]
  10565. i = skill_get_splash(skill_id, skill_lv);
  10566. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10567. break;
  10568. case SO_WARMER:
  10569. flag|= 8;
  10570. case SO_CLOUD_KILL:
  10571. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10572. break;
  10573. case WZ_METEOR: {
  10574. int area = skill_get_splash(skill_id, skill_lv);
  10575. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10576. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10577. // Creates a random Cell in the Splash Area
  10578. tmpx = x - area + rnd()%(area * 2 + 1);
  10579. tmpy = y - area + rnd()%(area * 2 + 1);
  10580. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
  10581. && !map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
  10582. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10583. if( i > 0 )
  10584. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10585. x1 = tmpx;
  10586. y1 = tmpy;
  10587. }
  10588. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10589. }
  10590. break;
  10591. case AL_WARP:
  10592. if(sd)
  10593. {
  10594. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10595. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10596. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10597. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10598. );
  10599. }
  10600. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10601. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10602. return 0; // not to consume item.
  10603. case MO_BODYRELOCATION:
  10604. if (unit_movepos(src, x, y, 1, 1)) {
  10605. #if PACKETVER >= 20111005
  10606. clif_snap(src, src->x, src->y);
  10607. #else
  10608. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10609. #endif
  10610. if (sd)
  10611. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10612. }
  10613. break;
  10614. case NJ_SHADOWJUMP:
  10615. if( skill_check_unit_movepos(3, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10616. clif_blown(src);
  10617. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10618. break;
  10619. case AM_SPHEREMINE:
  10620. case AM_CANNIBALIZE:
  10621. {
  10622. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10623. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10624. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10625. struct mob_data *md;
  10626. // Correct info, don't change any of this! [celest]
  10627. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10628. if (md) {
  10629. md->master_id = src->id;
  10630. md->special_state.ai = (enum mob_ai)ai;
  10631. if( md->deletetimer != INVALID_TIMER )
  10632. delete_timer(md->deletetimer, mob_timer_delete);
  10633. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10634. mob_spawn (md); //Now it is ready for spawning.
  10635. }
  10636. }
  10637. break;
  10638. // Slim Pitcher [Celest]
  10639. case CR_SLIMPITCHER:
  10640. if (sd) {
  10641. int i_lv = 0, j = 0;
  10642. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10643. i_lv = skill_lv%11 - 1;
  10644. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10645. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10646. {
  10647. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10648. return 1;
  10649. }
  10650. potion_flag = 1;
  10651. potion_hp = 0;
  10652. potion_sp = 0;
  10653. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10654. potion_flag = 0;
  10655. //Apply skill bonuses
  10656. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10657. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10658. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10659. + pc_skillheal_bonus(sd, skill_id);
  10660. potion_hp = potion_hp * (100+i_lv)/100;
  10661. potion_sp = potion_sp * (100+i_lv)/100;
  10662. if(potion_hp > 0 || potion_sp > 0) {
  10663. i_lv = skill_get_splash(skill_id, skill_lv);
  10664. map_foreachinarea(skill_area_sub,
  10665. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10666. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10667. skill_castend_nodamage_id);
  10668. }
  10669. } else {
  10670. int id = skill_get_itemid(skill_id, skill_lv);
  10671. struct item_data *item;
  10672. item = itemdb_search(id);
  10673. potion_flag = 1;
  10674. potion_hp = 0;
  10675. potion_sp = 0;
  10676. run_script(item->script,0,src->id,0);
  10677. potion_flag = 0;
  10678. id = skill_get_max(CR_SLIMPITCHER)*10;
  10679. potion_hp = potion_hp * (100+id)/100;
  10680. potion_sp = potion_sp * (100+id)/100;
  10681. if(potion_hp > 0 || potion_sp > 0) {
  10682. id = skill_get_splash(skill_id, skill_lv);
  10683. map_foreachinarea(skill_area_sub,
  10684. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10685. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10686. skill_castend_nodamage_id);
  10687. }
  10688. }
  10689. break;
  10690. case HW_GANBANTEIN:
  10691. if (rnd()%100 < 80) {
  10692. int dummy = 1;
  10693. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10694. i = skill_get_splash(skill_id, skill_lv);
  10695. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10696. } else {
  10697. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10698. return 1;
  10699. }
  10700. break;
  10701. case HW_GRAVITATION:
  10702. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10703. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10704. flag|=1;
  10705. break;
  10706. // Plant Cultivation [Celest]
  10707. case CR_CULTIVATION:
  10708. if (sd) {
  10709. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10710. {
  10711. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10712. return 1;
  10713. }
  10714. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10715. if (rnd()%100 < 50) {
  10716. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10717. } else {
  10718. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10719. int t;
  10720. if (!md) break;
  10721. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10722. {
  10723. if( md->deletetimer != INVALID_TIMER )
  10724. delete_timer(md->deletetimer, mob_timer_delete);
  10725. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10726. }
  10727. mob_spawn (md);
  10728. }
  10729. }
  10730. break;
  10731. case SG_SUN_WARM:
  10732. case SG_MOON_WARM:
  10733. case SG_STAR_WARM:
  10734. skill_clear_unitgroup(src);
  10735. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10736. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10737. flag|=1;
  10738. break;
  10739. case PA_GOSPEL:
  10740. if (sce && sce->val4 == BCT_SELF)
  10741. {
  10742. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10743. return 0;
  10744. }
  10745. else
  10746. {
  10747. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10748. if (!sg) break;
  10749. if (sce)
  10750. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10751. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10752. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10753. }
  10754. break;
  10755. case NJ_TATAMIGAESHI:
  10756. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10757. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10758. break;
  10759. case AM_RESURRECTHOMUN: //[orn]
  10760. if (sd)
  10761. {
  10762. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10763. {
  10764. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10765. break;
  10766. }
  10767. }
  10768. break;
  10769. case RK_WINDCUTTER:
  10770. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10771. case NC_COLDSLOWER:
  10772. case NC_ARMSCANNON:
  10773. case RK_DRAGONBREATH:
  10774. case RK_DRAGONBREATH_WATER:
  10775. i = skill_get_splash(skill_id,skill_lv);
  10776. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10777. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10778. break;
  10779. case SO_ARRULLO:
  10780. i = skill_get_splash(skill_id,skill_lv);
  10781. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10782. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10783. break;
  10784. case GC_POISONSMOKE:
  10785. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10786. if( sd )
  10787. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10788. return 0;
  10789. }
  10790. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10791. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10792. break;
  10793. case AB_EPICLESIS:
  10794. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10795. i = skill_get_splash(skill_id, skill_lv);
  10796. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  10797. }
  10798. break;
  10799. case WL_COMET:
  10800. if( sc ) {
  10801. sc->comet_x = x;
  10802. sc->comet_y = y;
  10803. }
  10804. i = skill_get_splash(skill_id,skill_lv);
  10805. 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);
  10806. break;
  10807. case WL_EARTHSTRAIN:
  10808. {
  10809. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10810. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10811. for( w = 1; w <= wave; w++ )
  10812. {
  10813. switch( dir ){
  10814. case 0: case 1: case 7: sy = y + w; break;
  10815. case 3: case 4: case 5: sy = y - w; break;
  10816. case 2: sx = x - w; break;
  10817. case 6: sx = x + w; break;
  10818. }
  10819. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10820. }
  10821. }
  10822. break;
  10823. case RA_DETONATOR:
  10824. i = skill_get_splash(skill_id, skill_lv);
  10825. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10826. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10827. break;
  10828. case NC_NEUTRALBARRIER:
  10829. case NC_STEALTHFIELD:
  10830. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10831. skill_clear_unitgroup(src);
  10832. return 0;
  10833. }
  10834. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10835. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10836. 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));
  10837. if( sd ) pc_overheat(sd,1);
  10838. }
  10839. break;
  10840. case NC_SILVERSNIPER:
  10841. {
  10842. struct mob_data *md;
  10843. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10844. if( md ) {
  10845. md->master_id = src->id;
  10846. md->special_state.ai = AI_FAW;
  10847. if( md->deletetimer != INVALID_TIMER )
  10848. delete_timer(md->deletetimer, mob_timer_delete);
  10849. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10850. mob_spawn(md);
  10851. }
  10852. }
  10853. break;
  10854. case NC_MAGICDECOY:
  10855. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10856. break;
  10857. case SC_FEINTBOMB:
  10858. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10859. skill_blown(src,src,skill_get_blewcount(skill_id, skill_lv),unit_getdir(src),0);
  10860. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10861. break;
  10862. case SC_ESCAPE:
  10863. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  10864. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), 0);
  10865. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10866. flag |= 1;
  10867. break;
  10868. case LG_OVERBRAND: {
  10869. int dir = map_calc_dir(src,x,y);
  10870. int sx = src->x, sy = src->y;
  10871. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10872. for( i = 0; i < layout->count; i++ )
  10873. 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);
  10874. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10875. }
  10876. break;
  10877. case LG_BANDING:
  10878. if( sc && sc->data[SC_BANDING] )
  10879. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10880. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10881. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10882. if( sd ) pc_banding(sd,skill_lv);
  10883. }
  10884. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10885. break;
  10886. case LG_RAYOFGENESIS:
  10887. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10888. i = skill_get_splash(skill_id,skill_lv);
  10889. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10890. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10891. } else if( sd )
  10892. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10893. break;
  10894. case WM_DOMINION_IMPULSE:
  10895. i = skill_get_splash(skill_id, skill_lv);
  10896. map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10897. break;
  10898. case WM_GREAT_ECHO:
  10899. case WM_SOUND_OF_DESTRUCTION:
  10900. i = skill_get_splash(skill_id,skill_lv);
  10901. 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);
  10902. break;
  10903. case WM_SEVERE_RAINSTORM:
  10904. flag |= 1;
  10905. if (sd)
  10906. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10907. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10908. break;
  10909. case GN_CRAZYWEED: {
  10910. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10911. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10912. int x1 = x - area + rnd()%(area * 2 + 1);
  10913. int y1 = y - area + rnd()%(area * 2 + 1);
  10914. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10915. }
  10916. }
  10917. break;
  10918. case GN_FIRE_EXPANSION: {
  10919. int i_su;
  10920. struct unit_data *ud = unit_bl2ud(src);
  10921. if( !ud ) break;
  10922. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  10923. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  10924. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  10925. switch( skill_lv ) {
  10926. case 1:
  10927. ud->skillunit[i_su]->unit->val2 = skill_lv;
  10928. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  10929. break;
  10930. case 2:
  10931. map_foreachinarea(skill_area_sub,src->m,
  10932. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  10933. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10934. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10935. skill_delunit(ud->skillunit[i_su]->unit);
  10936. break;
  10937. case 3:
  10938. skill_delunit(ud->skillunit[i_su]->unit);
  10939. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  10940. flag |= 1;
  10941. break;
  10942. case 4:
  10943. skill_delunit(ud->skillunit[i_su]->unit);
  10944. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  10945. flag |= 1;
  10946. break;
  10947. case 5: {
  10948. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10949. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10950. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10951. map_foreachinarea(skill_area_sub, src->m,
  10952. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  10953. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10954. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10955. skill_delunit(ud->skillunit[i_su]->unit);
  10956. }
  10957. break;
  10958. }
  10959. }
  10960. }
  10961. }
  10962. break;
  10963. case SO_FIREWALK:
  10964. case SO_ELECTRICWALK:
  10965. if( sc && sc->data[type] )
  10966. status_change_end(src,type,INVALID_TIMER);
  10967. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  10968. break;
  10969. case KO_MAKIBISHI:
  10970. for( i = 0; i < (skill_lv+2); i++ ) {
  10971. x = src->x - 1 + rnd()%3;
  10972. y = src->y - 1 + rnd()%3;
  10973. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10974. }
  10975. break;
  10976. case KO_MUCHANAGE: {
  10977. struct status_data *sstatus;
  10978. int rate = 0;
  10979. sstatus = status_get_status_data(src);
  10980. i = skill_get_splash(skill_id,skill_lv);
  10981. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10982. if( rate < 0 )
  10983. rate = 0;
  10984. 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);
  10985. if( rnd()%100 < rate )
  10986. 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);
  10987. }
  10988. break;
  10989. case RL_FALLEN_ANGEL:
  10990. if (unit_movepos(src,x,y,1,1)) {
  10991. uint8 skill_use_lv = sd ? pc_checkskill(sd,GS_DESPERADO) : 5;
  10992. if (!skill_use_lv) {
  10993. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  10994. break;
  10995. }
  10996. clif_fixpos(src);
  10997. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10998. skill_addtimerskill(src, tick+500, 0, x, y, RL_FALLEN_ANGEL, skill_use_lv, BF_WEAPON, flag|SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10999. }
  11000. else {
  11001. if (sd)
  11002. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11003. }
  11004. break;
  11005. case RL_HAMMER_OF_GOD:
  11006. {
  11007. i = skill_get_splash(skill_id, skill_lv);
  11008. if (sd) {
  11009. 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);
  11010. if (!skill_area_temp[0]) {
  11011. // This skill doesn't have area effect, apply self? :P
  11012. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  11013. clif_skill_nodamage(src, src, skill_id, 0, 1);
  11014. break;
  11015. }
  11016. }
  11017. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
  11018. skill_area_temp[0] = 0;
  11019. break;
  11020. }
  11021. break;
  11022. case RL_FIRE_RAIN: {
  11023. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11024. int sx = x = src->x, sy = y = src->y;
  11025. for (w = 1; w <= wave; w++) {
  11026. switch (dir) {
  11027. case 0: sy = y + w; break;
  11028. case 1: sy = y + w; sx = x - w; break;
  11029. case 2: sx = x - w; break;
  11030. case 3: sx = x - w; sy = y - w; break;
  11031. case 4: sy = y - w; break;
  11032. case 5: sx = x + w; sy = y - w; break;
  11033. case 6: sx = x + w; break;
  11034. case 7: sy = y + w; sx = x + w; break;
  11035. }
  11036. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11037. }
  11038. }
  11039. break;
  11040. case NC_MAGMA_ERUPTION:
  11041. // 1st, AoE 'slam' damage
  11042. i = skill_get_splash(skill_id, skill_lv);
  11043. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11044. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11045. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  11046. // 2nd, AoE 'eruption' unit
  11047. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  11048. }
  11049. break;
  11050. default:
  11051. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11052. return 1;
  11053. }
  11054. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11055. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11056. if( sd )
  11057. {// ensure that the skill last-cast tick is recorded
  11058. sd->canskill_tick = gettick();
  11059. if( sd->state.arrow_atk && !(flag&1) )
  11060. {// consume arrow if this is a ground skill
  11061. battle_consume_ammo(sd, skill_id, skill_lv);
  11062. }
  11063. skill_onskillusage(sd, NULL, skill_id, tick);
  11064. // perform skill requirement consumption
  11065. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11066. }
  11067. return 0;
  11068. }
  11069. /*==========================================
  11070. *
  11071. *------------------------------------------*/
  11072. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11073. {
  11074. nullpo_ret(sd);
  11075. //Simplify skill_failed code.
  11076. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11077. if(skill_id != sd->menuskill_id)
  11078. return 0;
  11079. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11080. skill_failed(sd);
  11081. return 0;
  11082. }
  11083. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11084. skill_failed(sd);
  11085. return 0;
  11086. }
  11087. pc_stop_attack(sd);
  11088. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11089. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11090. if(strcmp(mapname,"cancel")==0) {
  11091. skill_failed(sd);
  11092. return 0;
  11093. }
  11094. switch(skill_id)
  11095. {
  11096. case AL_TELEPORT:
  11097. case ALL_ODINS_RECALL:
  11098. //The storage window is closed automatically by the client when there's
  11099. //any kind of map change, so we need to restore it automatically
  11100. //bugreport:8027
  11101. if(strcmp(mapname,"Random") == 0)
  11102. pc_randomwarp(sd,CLR_TELEPORT);
  11103. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11104. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11105. clif_refresh_storagewindow(sd);
  11106. break;
  11107. case AL_WARP:
  11108. {
  11109. const struct point *p[4];
  11110. struct skill_unit_group *group;
  11111. int i, lv, wx, wy;
  11112. int maxcount=0;
  11113. int x,y;
  11114. unsigned short mapindex;
  11115. mapindex = mapindex_name2id((char*)mapname);
  11116. if(!mapindex) { //Given map not found?
  11117. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11118. skill_failed(sd);
  11119. return 0;
  11120. }
  11121. p[0] = &sd->status.save_point;
  11122. p[1] = &sd->status.memo_point[0];
  11123. p[2] = &sd->status.memo_point[1];
  11124. p[3] = &sd->status.memo_point[2];
  11125. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11126. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11127. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11128. maxcount--;
  11129. }
  11130. if(!maxcount) {
  11131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11132. skill_failed(sd);
  11133. return 0;
  11134. }
  11135. }
  11136. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11137. wx = sd->menuskill_val>>16;
  11138. wy = sd->menuskill_val&0xffff;
  11139. if( lv <= 0 ) return 0;
  11140. if( lv > 4 ) lv = 4; // crash prevention
  11141. // check if the chosen map exists in the memo list
  11142. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11143. if( i < lv ) {
  11144. x=p[i]->x;
  11145. y=p[i]->y;
  11146. } else {
  11147. skill_failed(sd);
  11148. return 0;
  11149. }
  11150. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11151. { // This checks versus skill_id/skill_lv...
  11152. skill_failed(sd);
  11153. return 0;
  11154. }
  11155. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11156. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11157. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11158. skill_failed(sd);
  11159. return 0;
  11160. }
  11161. group->val1 = (group->val1<<16)|(short)0;
  11162. // record the destination coordinates
  11163. group->val2 = (x<<16)|y;
  11164. group->val3 = mapindex;
  11165. }
  11166. break;
  11167. }
  11168. sd->menuskill_id = sd->menuskill_val = 0;
  11169. return 0;
  11170. #undef skill_failed
  11171. }
  11172. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11173. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11174. {
  11175. struct skill_unit* target = (struct skill_unit*)bl;
  11176. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11177. int flag = va_arg(ap, int);
  11178. if (src == target)
  11179. return 0;
  11180. if (!target->group || !(target->group->state.song_dance&0x1))
  11181. return 0;
  11182. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  11183. return 0;
  11184. if (flag) //Set dissonance
  11185. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  11186. else //Remove dissonance
  11187. target->val2 &= ~UF_ENSEMBLE;
  11188. clif_getareachar_skillunit(&target->bl, target, AREA, 0); //Update look of affected cell.
  11189. return 1;
  11190. }
  11191. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11192. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11193. //When 1, this unit has been positioned, so start the cancel effect.
  11194. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11195. {
  11196. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11197. return 0;
  11198. if (!flag && !(unit->val2&UF_ENSEMBLE))
  11199. return 0; //Nothing to remove, this unit is not overlapped.
  11200. if (unit->val1 != unit->group->skill_id)
  11201. { //Reset state
  11202. unit->val1 = unit->group->skill_id;
  11203. unit->val2 &= ~UF_ENSEMBLE;
  11204. }
  11205. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11206. }
  11207. /**
  11208. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11209. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11210. * @param flag 0 Convert
  11211. * @param flag 1 Revert
  11212. * @return true success
  11213. * @TODO: This should be completely removed later and rewritten
  11214. * The entire execution of the overlapping songs instances is dirty and hacked together
  11215. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11216. */
  11217. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11218. {
  11219. static int prevflag = 1; // by default the backup is empty
  11220. static struct skill_unit_group backup;
  11221. struct skill_unit_group* group;
  11222. if( unit == NULL || (group = unit->group) == NULL )
  11223. return false;
  11224. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  11225. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  11226. return false;
  11227. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11228. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11229. flag ? "read an empty backup" : "write to a full backup",
  11230. group->skill_id, group->skill_lv, group->src_id);
  11231. return false;
  11232. }
  11233. prevflag = flag;
  11234. if (!flag) { //Transform
  11235. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  11236. // backup
  11237. backup.skill_id = group->skill_id;
  11238. backup.skill_lv = group->skill_lv;
  11239. backup.unit_id = group->unit_id;
  11240. backup.target_flag = group->target_flag;
  11241. backup.bl_flag = group->bl_flag;
  11242. backup.interval = group->interval;
  11243. // replace
  11244. group->skill_id = skill_id;
  11245. group->skill_lv = 1;
  11246. group->unit_id = skill_get_unit_id(skill_id,0);
  11247. group->target_flag = skill_get_unit_target(skill_id);
  11248. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11249. group->interval = skill_get_unit_interval(skill_id);
  11250. } else { //Restore
  11251. group->skill_id = backup.skill_id;
  11252. group->skill_lv = backup.skill_lv;
  11253. group->unit_id = backup.unit_id;
  11254. group->target_flag = backup.target_flag;
  11255. group->bl_flag = backup.bl_flag;
  11256. group->interval = backup.interval;
  11257. }
  11258. return true;
  11259. }
  11260. /**
  11261. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11262. * @param src Object that triggers the skill
  11263. * @param skill_id Skill ID
  11264. * @param skill_lv Skill level of used skill
  11265. * @param x Position x
  11266. * @param y Position y
  11267. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11268. * @return skill_unit_group
  11269. */
  11270. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11271. {
  11272. struct skill_unit_group *group;
  11273. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11274. int link_group_id = 0;
  11275. int target, interval, range, unit_flag, req_item = 0;
  11276. struct s_skill_unit_layout *layout;
  11277. struct map_session_data *sd;
  11278. struct status_data *status;
  11279. struct status_change *sc;
  11280. int active_flag = 1;
  11281. int subunt = 0;
  11282. nullpo_retr(NULL, src);
  11283. limit = skill_get_time(skill_id,skill_lv);
  11284. range = skill_get_unit_range(skill_id,skill_lv);
  11285. interval = skill_get_unit_interval(skill_id);
  11286. target = skill_get_unit_target(skill_id);
  11287. unit_flag = skill_get_unit_flag(skill_id);
  11288. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11289. sd = BL_CAST(BL_PC, src);
  11290. status = status_get_status_data(src);
  11291. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11292. switch( skill_id ) {
  11293. case MH_STEINWAND:
  11294. val2 = 4 + skill_lv;
  11295. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11296. break;
  11297. case MG_SAFETYWALL:
  11298. #ifdef RENEWAL
  11299. val2 = status_get_max_hp(src) * 3;
  11300. #else
  11301. val2 = skill_lv+1;
  11302. #endif
  11303. break;
  11304. case MG_FIREWALL:
  11305. if(sc && sc->data[SC_VIOLENTGALE])
  11306. limit = limit*3/2;
  11307. val2 = 4+skill_lv;
  11308. break;
  11309. case AL_WARP:
  11310. val1=skill_lv+6;
  11311. if(!(flag&1))
  11312. limit=2000;
  11313. else // previous implementation (not used anymore)
  11314. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11315. if( src->type != BL_SKILL ) return NULL;
  11316. group = ((TBL_SKILL*)src)->group;
  11317. src = map_id2bl(group->src_id);
  11318. if( !src ) return NULL;
  11319. val2 = group->val2; //Copy the (x,y) position you warp to
  11320. val3 = group->val3; //as well as the mapindex to warp to.
  11321. }
  11322. break;
  11323. case HP_BASILICA:
  11324. val1 = src->id; // Store caster id.
  11325. break;
  11326. case PR_SANCTUARY:
  11327. case NPC_EVILLAND:
  11328. val1=skill_lv+3;
  11329. break;
  11330. case WZ_FIREPILLAR:
  11331. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11332. return NULL;
  11333. if((flag&1)!=0)
  11334. limit=1000;
  11335. val1=skill_lv+2;
  11336. break;
  11337. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11338. case AM_DEMONSTRATION:
  11339. case GN_HELLS_PLANT:
  11340. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11341. return NULL;
  11342. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11343. && (src->type&battle_config.vs_traps_bctall))
  11344. target = BCT_ALL;
  11345. break;
  11346. case HT_SKIDTRAP:
  11347. case MA_SKIDTRAP:
  11348. //Save position of caster
  11349. val1 = ((src->x)<<16)|(src->y);
  11350. case HT_ANKLESNARE:
  11351. case HT_SHOCKWAVE:
  11352. case HT_SANDMAN:
  11353. case MA_SANDMAN:
  11354. case HT_CLAYMORETRAP:
  11355. case HT_LANDMINE:
  11356. case MA_LANDMINE:
  11357. case HT_FLASHER:
  11358. case HT_FREEZINGTRAP:
  11359. case MA_FREEZINGTRAP:
  11360. case HT_BLASTMINE:
  11361. case RA_ELECTRICSHOCKER:
  11362. case RA_CLUSTERBOMB:
  11363. case RA_MAGENTATRAP:
  11364. case RA_COBALTTRAP:
  11365. case RA_MAIZETRAP:
  11366. case RA_VERDURETRAP:
  11367. case RA_FIRINGTRAP:
  11368. case RA_ICEBOUNDTRAP:
  11369. case RL_B_TRAP:
  11370. case SC_ESCAPE:
  11371. {
  11372. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11373. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11374. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11375. req_item = req.itemid[i];
  11376. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11377. limit *= 4; // longer trap times in WOE [celest]
  11378. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11379. target = BCT_ALL;
  11380. }
  11381. break;
  11382. case SA_LANDPROTECTOR:
  11383. case SA_VOLCANO:
  11384. case SA_DELUGE:
  11385. case SA_VIOLENTGALE:
  11386. case SC_CHAOSPANIC:
  11387. {
  11388. struct skill_unit_group *old_sg;
  11389. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11390. { //HelloKitty confirmed that these are interchangeable,
  11391. //so you can change element and not consume gemstones.
  11392. if ((
  11393. old_sg->skill_id == SA_VOLCANO ||
  11394. old_sg->skill_id == SA_DELUGE ||
  11395. old_sg->skill_id == SA_VIOLENTGALE
  11396. ) && old_sg->limit > 0)
  11397. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11398. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11399. if (limit < 0) //This can happen...
  11400. limit = skill_get_time(skill_id,skill_lv);
  11401. }
  11402. skill_clear_group(src,1);
  11403. }
  11404. break;
  11405. }
  11406. case BA_WHISTLE:
  11407. val1 = skill_lv +status->agi/10; // Flee increase
  11408. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11409. if(sd){
  11410. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11411. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11412. }
  11413. break;
  11414. case DC_HUMMING:
  11415. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11416. #ifdef RENEWAL
  11417. val1 *= 2;
  11418. #endif
  11419. if(sd)
  11420. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11421. break;
  11422. case BA_POEMBRAGI:
  11423. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11424. //For some reason at level 10 the base delay reduction is 50%.
  11425. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11426. if(sd){
  11427. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11428. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11429. }
  11430. break;
  11431. case DC_DONTFORGETME:
  11432. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11433. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11434. if(sd){
  11435. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11436. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11437. }
  11438. break;
  11439. case DC_SERVICEFORYOU:
  11440. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11441. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11442. if(sd){
  11443. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11444. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11445. }
  11446. break;
  11447. case BA_ASSASSINCROSS:
  11448. #ifdef RENEWAL
  11449. val1 = skill_lv + (status->agi/20); // ASPD increase
  11450. #else
  11451. val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
  11452. #endif
  11453. if(sd)
  11454. val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
  11455. val1*=10; // ASPD works with 1000 as 100%
  11456. break;
  11457. case DC_FORTUNEKISS:
  11458. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11459. if(sd)
  11460. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11461. val1*=10; //Because every 10 crit is an actual cri point.
  11462. break;
  11463. case BD_DRUMBATTLEFIELD:
  11464. #ifdef RENEWAL
  11465. val1 = (skill_lv+5)*25; //Atk increase
  11466. val2 = skill_lv*10; //Def increase
  11467. #else
  11468. val1 = (skill_lv+1)*25; //Atk increase
  11469. val2 = (skill_lv+1)*2; //Def increase
  11470. #endif
  11471. break;
  11472. case BD_RINGNIBELUNGEN:
  11473. val1 = (skill_lv+2)*25; //Atk increase
  11474. break;
  11475. case BD_RICHMANKIM:
  11476. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11477. break;
  11478. case BD_SIEGFRIED:
  11479. val1 = 55 + skill_lv*5; //Elemental Resistance
  11480. val2 = skill_lv*10; //Status ailment resistance
  11481. break;
  11482. case WE_CALLPARTNER:
  11483. if (sd) val1 = sd->status.partner_id;
  11484. break;
  11485. case WE_CALLPARENT:
  11486. if (sd) {
  11487. val1 = sd->status.father;
  11488. val2 = sd->status.mother;
  11489. }
  11490. break;
  11491. case WE_CALLBABY:
  11492. if (sd) val1 = sd->status.child;
  11493. break;
  11494. case NJ_KAENSIN:
  11495. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11496. val2 = (skill_lv+1)/2 + 4;
  11497. break;
  11498. case NJ_SUITON:
  11499. skill_clear_group(src, 1);
  11500. break;
  11501. case GS_GROUNDDRIFT:
  11502. {
  11503. // Ground Drift Element is decided when it's placed.
  11504. int ele = skill_get_ele(skill_id, skill_lv);
  11505. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11506. if (ele == -3)
  11507. val1 = element[rnd()%5]; // Use random from available unit visual?
  11508. else if (ele == -2)
  11509. val1 = status_get_attack_sc_element(src,sc);
  11510. else if (ele == -1) {
  11511. val1 = status->rhw.ele;
  11512. if (sc && sc->data[SC_ENCHANTARMS])
  11513. val1 = sc->data[SC_ENCHANTARMS]->val2;
  11514. }
  11515. switch (val1) {
  11516. case ELE_FIRE:
  11517. subunt++;
  11518. case ELE_WATER:
  11519. subunt++;
  11520. case ELE_POISON:
  11521. subunt++;
  11522. case ELE_DARK:
  11523. subunt++;
  11524. case ELE_WIND:
  11525. break;
  11526. default:
  11527. subunt = rnd()%5;
  11528. break;
  11529. }
  11530. break;
  11531. }
  11532. case GC_POISONSMOKE:
  11533. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11534. return NULL;
  11535. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11536. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11537. limit = skill_get_time(skill_id, skill_lv);
  11538. break;
  11539. case GD_LEADERSHIP:
  11540. case GD_GLORYWOUNDS:
  11541. case GD_SOULCOLD:
  11542. case GD_HAWKEYES:
  11543. limit = 1000000;//it doesn't matter
  11544. break;
  11545. case LG_BANDING:
  11546. limit = -1;
  11547. break;
  11548. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11549. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11550. target = BCT_ALL;
  11551. case WM_SEVERE_RAINSTORM:
  11552. case SO_WATER_INSIGNIA:
  11553. case SO_FIRE_INSIGNIA:
  11554. case SO_WIND_INSIGNIA:
  11555. case SO_EARTH_INSIGNIA:
  11556. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11557. return NULL;
  11558. break;
  11559. case SO_CLOUD_KILL:
  11560. skill_clear_group(src, 4);
  11561. break;
  11562. case SO_WARMER:
  11563. skill_clear_group(src, 8);
  11564. break;
  11565. case SO_FIREWALK:
  11566. case SO_ELECTRICWALK:
  11567. limit = skill_get_time2(skill_id, skill_lv);
  11568. break;
  11569. case GN_WALLOFTHORN:
  11570. // Turns to Firewall
  11571. if( flag&1 )
  11572. limit = 3000;
  11573. val3 = (x<<16)|y;
  11574. break;
  11575. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11576. case GN_FIRE_EXPANSION_TEAR_GAS:
  11577. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11578. break;
  11579. case KO_ZENKAI:
  11580. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11581. val1 = sd->spiritcharm;
  11582. val2 = sd->spiritcharm_type;
  11583. limit = 6000 * val1;
  11584. subunt = sd->spiritcharm_type - 1;
  11585. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11586. }
  11587. break;
  11588. case HW_GRAVITATION:
  11589. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11590. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11591. break;
  11592. case SO_VACUUM_EXTREME:
  11593. // Coordinates
  11594. val1 = x;
  11595. val2 = y;
  11596. val3 = 0; // Suck target at n seconds.
  11597. break;
  11598. case NC_MAGMA_ERUPTION:
  11599. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  11600. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  11601. limit = interval * 10;
  11602. break;
  11603. }
  11604. // Init skill unit group
  11605. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11606. group->val1 = val1;
  11607. group->val2 = val2;
  11608. group->val3 = val3;
  11609. group->link_group_id = link_group_id;
  11610. group->target_flag = target;
  11611. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11612. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11613. 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
  11614. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11615. group->item_id = req_item;
  11616. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11617. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11618. active_flag = 0;
  11619. // Put message for Talkie Box & Graffiti
  11620. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11621. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11622. if (sd)
  11623. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11624. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11625. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11626. }
  11627. // Dance skill
  11628. if (group->state.song_dance) {
  11629. if(sd) {
  11630. sd->skill_id_dance = skill_id;
  11631. sd->skill_lv_dance = skill_lv;
  11632. }
  11633. if (
  11634. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11635. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11636. )
  11637. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11638. }
  11639. // Set skill unit
  11640. limit = group->limit;
  11641. for( i = 0; i < layout->count; i++ ) {
  11642. struct skill_unit *unit;
  11643. int ux = x + layout->dx[i];
  11644. int uy = y + layout->dy[i];
  11645. int unit_val1 = skill_lv;
  11646. int unit_val2 = 0;
  11647. int alive = 1;
  11648. // are the coordinates out of range?
  11649. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11650. continue;
  11651. }
  11652. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11653. continue; // don't place skill units on walls (except for songs/dances/encores)
  11654. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11655. continue; // no path between cell and center of casting.
  11656. switch( skill_id ) {
  11657. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11658. case HT_LANDMINE:
  11659. case MA_LANDMINE:
  11660. case HT_ANKLESNARE:
  11661. case HT_SHOCKWAVE:
  11662. case HT_SANDMAN:
  11663. case MA_SANDMAN:
  11664. case HT_FLASHER:
  11665. case HT_FREEZINGTRAP:
  11666. case MA_FREEZINGTRAP:
  11667. case HT_SKIDTRAP:
  11668. case MA_SKIDTRAP:
  11669. case HT_CLAYMORETRAP:
  11670. case HT_BLASTMINE:
  11671. case SC_ESCAPE:
  11672. unit_val1 = 3500;
  11673. break;
  11674. case MG_FIREWALL:
  11675. case NJ_KAENSIN:
  11676. unit_val2 = group->val2;
  11677. break;
  11678. case WZ_ICEWALL:
  11679. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11680. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11681. break;
  11682. case WZ_WATERBALL:
  11683. //Check if there are cells that can be turned into waterball units
  11684. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  11685. || (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)
  11686. break; //Turn water, deluge or suiton into waterball cell
  11687. continue;
  11688. case GS_DESPERADO:
  11689. unit_val1 = abs(layout->dx[i]);
  11690. unit_val2 = abs(layout->dy[i]);
  11691. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11692. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11693. if (unit_val1) unit_val1--;
  11694. unit_val1 = 36 -12*unit_val1;
  11695. } else //Diagonal edges
  11696. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11697. if (unit_val1 < 1) unit_val1 = 1;
  11698. unit_val2 = 0;
  11699. break;
  11700. case WM_REVERBERATION:
  11701. unit_val1 = 1 + skill_lv;
  11702. break;
  11703. case WM_POEMOFNETHERWORLD:
  11704. unit_val1 = 1 + skill_lv;
  11705. break;
  11706. case GN_WALLOFTHORN:
  11707. if (flag&1) // Turned become Firewall
  11708. break;
  11709. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11710. unit_val2 = 20; // Max hits
  11711. break;
  11712. case RL_B_TRAP:
  11713. unit_val1 = 3500;
  11714. unit_val2 = 0;
  11715. break;
  11716. default:
  11717. if (group->state.song_dance&0x1)
  11718. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11719. break;
  11720. }
  11721. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11722. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11723. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11724. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11725. // Check active cell to failing or remove current unit
  11726. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11727. if( !alive )
  11728. continue;
  11729. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2)));
  11730. unit->limit = limit;
  11731. unit->range = range;
  11732. if (skill_id == PF_FOGWALL && alive == 2)
  11733. { //Double duration of cells on top of Deluge/Suiton
  11734. unit->limit *= 2;
  11735. group->limit = unit->limit;
  11736. }
  11737. // Execute on all targets standing on this cell
  11738. if (range == 0 && active_flag)
  11739. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11740. }
  11741. if (!group->alive_count)
  11742. { //No cells? Something that was blocked completely by Land Protector?
  11743. skill_delunitgroup(group);
  11744. return NULL;
  11745. }
  11746. //success, unit created.
  11747. switch( skill_id ) {
  11748. case NJ_TATAMIGAESHI: //Store number of tiles.
  11749. group->val1 = group->alive_count;
  11750. break;
  11751. }
  11752. return group;
  11753. }
  11754. /*==========================================
  11755. *
  11756. *------------------------------------------*/
  11757. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11758. {
  11759. skill_unit_onplace(unit, bl, tick);
  11760. }
  11761. /**
  11762. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11763. * while skill unit initialized or moved (such by knock back).
  11764. * As a follow of skill_unit_effect flag &1
  11765. * @param unit
  11766. * @param bl Target
  11767. * @param tick
  11768. */
  11769. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11770. {
  11771. struct skill_unit_group *sg;
  11772. struct block_list *ss; // Actual source that cast the skill unit
  11773. struct status_change *sc;
  11774. struct status_change_entry *sce;
  11775. enum sc_type type;
  11776. uint16 skill_id;
  11777. nullpo_ret(unit);
  11778. nullpo_ret(bl);
  11779. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11780. return 0;
  11781. nullpo_ret(sg = unit->group);
  11782. nullpo_ret(ss = map_id2bl(sg->src_id));
  11783. 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) ||
  11784. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11785. return 0; //AoE skills are ineffective. [Skotlex]
  11786. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11787. return 0; //Songs don't work in Basilica
  11788. sc = status_get_sc(bl);
  11789. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11790. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11791. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11792. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11793. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11794. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  11795. type = status_skill2sc(sg->skill_id);
  11796. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11797. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11798. switch (sg->unit_id) {
  11799. case UNT_SPIDERWEB:
  11800. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11801. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11802. sc->data[SC_SPIDERWEB]->val2++;
  11803. break;
  11804. } else if( sc && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 ) {
  11805. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11806. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11807. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11808. if( td )
  11809. sec = DIFF_TICK(td->tick, tick);
  11810. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11811. clif_fixpos(bl);
  11812. sg->val2 = bl->id;
  11813. }
  11814. else
  11815. sec = 3000; //Couldn't trap it?
  11816. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11817. }
  11818. break;
  11819. case UNT_SAFETYWALL:
  11820. if (!sce)
  11821. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11822. break;
  11823. case UNT_BLOODYLUST:
  11824. if (sg->src_id == bl->id)
  11825. break; //Does not affect the caster.
  11826. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11827. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11828. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11829. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11830. break;
  11831. case UNT_PNEUMA:
  11832. if (!sce)
  11833. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11834. break;
  11835. case UNT_CHAOSPANIC:
  11836. 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);
  11837. break;
  11838. case UNT_WARP_WAITING: {
  11839. int working = sg->val1&0xffff;
  11840. if(bl->type==BL_PC && !working){
  11841. struct map_session_data *sd = (struct map_session_data *)bl;
  11842. if((!sd->chatID || battle_config.chat_warpportal)
  11843. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  11844. {
  11845. int x = sg->val2>>16;
  11846. int y = sg->val2&0xffff;
  11847. int count = sg->val1>>16;
  11848. unsigned short m = sg->val3;
  11849. if( --count <= 0 )
  11850. skill_delunitgroup(sg);
  11851. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11852. working = 1;/* we break it because officials break it, lovely stuff. */
  11853. sg->val1 = (count<<16)|working;
  11854. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11855. }
  11856. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11857. int16 m = map_mapindex2mapid(sg->val3);
  11858. if (m < 0) break; //Map not available on this map-server.
  11859. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11860. }
  11861. }
  11862. break;
  11863. case UNT_QUAGMIRE:
  11864. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  11865. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11866. break;
  11867. case UNT_VOLCANO:
  11868. case UNT_DELUGE:
  11869. case UNT_VIOLENTGALE:
  11870. if(!sce)
  11871. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11872. break;
  11873. case UNT_WATER_BARRIER:
  11874. case UNT_ZEPHYR:
  11875. case UNT_POWER_OF_GAIA:
  11876. if (bl->id == ss->id)
  11877. break; // Doesn't affect the Elemental
  11878. if (!sce)
  11879. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11880. break;
  11881. case UNT_SUITON:
  11882. if(!sce)
  11883. sc_start4(ss, bl,type,100,sg->skill_lv,
  11884. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11885. 0,0,sg->limit);
  11886. break;
  11887. case UNT_HERMODE:
  11888. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11889. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11890. case UNT_RICHMANKIM:
  11891. case UNT_ETERNALCHAOS:
  11892. case UNT_DRUMBATTLEFIELD:
  11893. case UNT_RINGNIBELUNGEN:
  11894. case UNT_ROKISWEIL:
  11895. case UNT_INTOABYSS:
  11896. case UNT_SIEGFRIED:
  11897. //Needed to check when a dancer/bard leaves their ensemble area.
  11898. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11899. return skill_id;
  11900. if (!sce)
  11901. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11902. break;
  11903. case UNT_WHISTLE:
  11904. case UNT_ASSASSINCROSS:
  11905. case UNT_POEMBRAGI:
  11906. case UNT_APPLEIDUN:
  11907. case UNT_HUMMING:
  11908. case UNT_DONTFORGETME:
  11909. case UNT_FORTUNEKISS:
  11910. case UNT_SERVICEFORYOU:
  11911. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11912. return 0;
  11913. if (!sc) return 0;
  11914. if (!sce)
  11915. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11916. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11917. sce->val4 = 0; //remove the mark that we stepped out
  11918. delete_timer(sce->timer, status_change_timer);
  11919. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11920. }
  11921. break;
  11922. case UNT_FOGWALL:
  11923. if (!sce)
  11924. {
  11925. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11926. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11927. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11928. }
  11929. break;
  11930. case UNT_GRAVITATION:
  11931. if (!sce)
  11932. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11933. break;
  11934. case UNT_BASILICA:
  11935. {
  11936. int i = battle_check_target(bl, bl, BCT_ENEMY);
  11937. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11938. { // knock-back any enemy except Boss
  11939. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11940. break;
  11941. }
  11942. if (!sce && i <= 0)
  11943. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11944. }
  11945. break;
  11946. // officially, icewall has no problems existing on occupied cells [ultramage]
  11947. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11948. // unit->val1 = 0;
  11949. // if(unit->limit + sg->tick > tick + 700)
  11950. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  11951. // break;
  11952. case UNT_MOONLIT:
  11953. //Knockback out of area if affected char isn't in Moonlit effect
  11954. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11955. break;
  11956. if (ss == bl) //Also needed to prevent infinite loop crash.
  11957. break;
  11958. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11959. break;
  11960. case UNT_REVERBERATION:
  11961. if (sg->src_id == bl->id)
  11962. break; //Does not affect the caster.
  11963. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  11964. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  11965. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  11966. sg->unit_id = UNT_USED_TRAPS;
  11967. break;
  11968. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11969. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  11970. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11971. break;
  11972. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11973. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  11974. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  11975. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  11976. break;
  11977. case UNT_VOLCANIC_ASH:
  11978. if (!sce)
  11979. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11980. break;
  11981. case UNT_KINGS_GRACE:
  11982. if (!sce) {
  11983. int state = 0;
  11984. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  11985. state |= BCT_GUILD;
  11986. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  11987. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  11988. }
  11989. break;
  11990. case UNT_STEALTHFIELD:
  11991. if( bl->id == sg->src_id )
  11992. break; // Doesn't work on self (video shows that)
  11993. if (!sce)
  11994. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11995. break;
  11996. case UNT_NEUTRALBARRIER:
  11997. if (!sce)
  11998. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  11999. break;
  12000. case UNT_GD_LEADERSHIP:
  12001. case UNT_GD_GLORYWOUNDS:
  12002. case UNT_GD_SOULCOLD:
  12003. case UNT_GD_HAWKEYES:
  12004. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12005. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12006. break;
  12007. }
  12008. return skill_id;
  12009. }
  12010. /**
  12011. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12012. * @param unit Skill unit
  12013. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12014. * @param tick
  12015. */
  12016. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12017. {
  12018. struct skill_unit_group *sg;
  12019. struct block_list *ss;
  12020. TBL_PC* tsd;
  12021. struct status_data *tstatus;
  12022. struct status_change *tsc;
  12023. struct skill_unit_group_tickset *ts;
  12024. enum sc_type type;
  12025. uint16 skill_id;
  12026. int diff = 0;
  12027. nullpo_ret(unit);
  12028. nullpo_ret(bl);
  12029. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12030. return 0;
  12031. nullpo_ret(sg = unit->group);
  12032. nullpo_ret(ss = map_id2bl(sg->src_id));
  12033. tsd = BL_CAST(BL_PC, bl);
  12034. tsc = status_get_sc(bl);
  12035. tstatus = status_get_status_data(bl);
  12036. type = status_skill2sc(sg->skill_id);
  12037. skill_id = sg->skill_id;
  12038. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  12039. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12040. if (sg->interval == -1) {
  12041. switch (sg->unit_id) {
  12042. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12043. case UNT_FIREPILLAR_ACTIVE:
  12044. case UNT_ELECTRICSHOCKER:
  12045. case UNT_MANHOLE:
  12046. return 0;
  12047. default:
  12048. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12049. return 0;
  12050. }
  12051. }
  12052. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12053. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12054. diff = DIFF_TICK(tick,ts->tick);
  12055. if (diff < 0)
  12056. return 0;
  12057. ts->tick = tick+sg->interval;
  12058. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12059. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12060. }
  12061. // Wall of Thorn damaged by Fire element unit [Cydh]
  12062. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12063. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12064. struct skill_unit *su = (struct skill_unit *)bl;
  12065. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12066. 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);
  12067. su->group->limit = sg->limit = 0;
  12068. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12069. return skill_id;
  12070. }
  12071. }
  12072. switch (sg->unit_id) {
  12073. // Units that deals simple attack
  12074. case UNT_GRAVITATION:
  12075. case UNT_EARTHSTRAIN:
  12076. case UNT_FIREWALK:
  12077. case UNT_ELECTRICWALK:
  12078. case UNT_PSYCHIC_WAVE:
  12079. case UNT_MAGMA_ERUPTION:
  12080. case UNT_MAKIBISHI:
  12081. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12082. break;
  12083. case UNT_DUMMYSKILL:
  12084. switch (sg->skill_id) {
  12085. case SG_SUN_WARM: //SG skills [Komurka]
  12086. case SG_MOON_WARM:
  12087. case SG_STAR_WARM: {
  12088. int count = 0;
  12089. const int x = bl->x, y = bl->y;
  12090. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12091. do {
  12092. if( bl->type == BL_PC )
  12093. status_zap(bl, 0, 15); // sp damage to players
  12094. else // mobs
  12095. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12096. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  12097. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12098. } else { //should end when out of sp.
  12099. sg->limit = DIFF_TICK(tick,sg->tick);
  12100. break;
  12101. }
  12102. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12103. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12104. }
  12105. break;
  12106. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12107. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12108. if (tsc)
  12109. tsc->sg_counter++; //SG hit counter.
  12110. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12111. tsc->sg_counter=0; //Attack absorbed.
  12112. break;
  12113. #endif
  12114. case GS_DESPERADO:
  12115. if (rnd()%100 < unit->val1)
  12116. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12117. break;
  12118. case GN_CRAZYWEED_ATK:
  12119. if( bl->type == BL_SKILL ) {
  12120. struct skill_unit *su = (struct skill_unit *)bl;
  12121. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  12122. break;
  12123. }
  12124. default:
  12125. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12126. }
  12127. break;
  12128. case UNT_FIREWALL:
  12129. case UNT_KAEN: {
  12130. int count = 0;
  12131. const int x = bl->x, y = bl->y;
  12132. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12133. break;
  12134. //Take into account these hit more times than the timer interval can handle.
  12135. do
  12136. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  12137. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12138. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12139. if (unit->val2 <= 0)
  12140. skill_delunit(unit);
  12141. }
  12142. break;
  12143. case UNT_SANCTUARY:
  12144. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12145. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12146. 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) )
  12147. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12148. } else {
  12149. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12150. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12151. #ifdef RENEWAL
  12152. if( md && md->mob_id == MOBID_EMPERIUM )
  12153. break;
  12154. #endif
  12155. if( md && mob_is_battleground(md) )
  12156. break;
  12157. if( tstatus->hp >= tstatus->max_hp )
  12158. break;
  12159. if( status_isimmune(bl) )
  12160. heal = 0;
  12161. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12162. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12163. heal = ~heal + 1;
  12164. status_heal(bl, heal, 0, 0);
  12165. }
  12166. break;
  12167. case UNT_EVILLAND:
  12168. //Will heal demon and undead element monsters, but not players.
  12169. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12170. { //Damage enemies
  12171. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12172. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12173. } else {
  12174. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12175. if (tstatus->hp >= tstatus->max_hp)
  12176. break;
  12177. if (status_isimmune(bl))
  12178. heal = 0;
  12179. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12180. status_heal(bl, heal, 0, 0);
  12181. }
  12182. break;
  12183. case UNT_MAGNUS:
  12184. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12185. break;
  12186. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12187. break;
  12188. case UNT_FIREPILLAR_WAITING:
  12189. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12190. skill_delunit(unit);
  12191. break;
  12192. case UNT_SKIDTRAP: {
  12193. //Knockback away from position of user during placement [Playtester]
  12194. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12195. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  12196. sg->unit_id = UNT_USED_TRAPS;
  12197. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12198. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12199. //Target will be stopped for 3 seconds
  12200. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12201. }
  12202. break;
  12203. case UNT_ANKLESNARE:
  12204. case UNT_MANHOLE:
  12205. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12206. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12207. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12208. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12209. if( td )
  12210. sec = DIFF_TICK(td->tick, tick);
  12211. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12212. || !unit_blown_immune(bl,0x1) )
  12213. {
  12214. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12215. clif_fixpos(bl);
  12216. }
  12217. sg->val2 = bl->id;
  12218. } else
  12219. sec = 3000; //Couldn't trap it?
  12220. if (sg->unit_id == UNT_ANKLESNARE) {
  12221. clif_skillunit_update(&unit->bl);
  12222. /**
  12223. * If you're snared from a trap that was invisible this makes the trap be
  12224. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12225. * bugreport:3961
  12226. **/
  12227. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12228. }
  12229. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12230. sg->interval = -1;
  12231. unit->range = 0;
  12232. }
  12233. break;
  12234. case UNT_ELECTRICSHOCKER:
  12235. if( bl->id != ss->id ) {
  12236. if( status_get_mode(bl)&MD_BOSS )
  12237. break;
  12238. 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) ) {
  12239. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12240. clif_fixpos(bl);
  12241. }
  12242. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12243. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12244. }
  12245. break;
  12246. case UNT_VENOMDUST:
  12247. if(tsc && !tsc->data[type])
  12248. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  12249. break;
  12250. case UNT_LANDMINE:
  12251. //Land Mine only hits single target
  12252. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12253. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12254. sg->limit = 1500;
  12255. break;
  12256. case UNT_MAGENTATRAP:
  12257. case UNT_COBALTTRAP:
  12258. case UNT_MAIZETRAP:
  12259. case UNT_VERDURETRAP:
  12260. if( bl->type == BL_PC )// it won't work on players
  12261. break;
  12262. case UNT_FIRINGTRAP:
  12263. case UNT_ICEBOUNDTRAP:
  12264. case UNT_CLUSTERBOMB:
  12265. if( bl->id == ss->id )// it won't trigger on caster
  12266. break;
  12267. case UNT_BLASTMINE:
  12268. case UNT_SHOCKWAVE:
  12269. case UNT_SANDMAN:
  12270. case UNT_FLASHER:
  12271. case UNT_FREEZINGTRAP:
  12272. case UNT_FIREPILLAR_ACTIVE:
  12273. case UNT_CLAYMORETRAP:
  12274. if (tsc && tsc->data[SC__MANHOLE])
  12275. break;
  12276. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12277. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &unit->bl, tick);
  12278. else
  12279. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12280. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12281. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12282. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12283. sg->limit = DIFF_TICK(tick, sg->tick) +
  12284. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12285. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12286. break;
  12287. case UNT_TALKIEBOX:
  12288. if (sg->src_id == bl->id)
  12289. break;
  12290. if (sg->val2 == 0) {
  12291. clif_talkiebox(&unit->bl, sg->valstr);
  12292. sg->unit_id = UNT_USED_TRAPS;
  12293. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12294. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12295. sg->val2 = -1;
  12296. }
  12297. break;
  12298. case UNT_LULLABY:
  12299. if (ss->id == bl->id)
  12300. break;
  12301. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12302. break;
  12303. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12304. if (ss->id != bl->id)
  12305. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12306. break;
  12307. case UNT_DISSONANCE:
  12308. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12309. break;
  12310. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12311. int heal;
  12312. #ifdef RENEWAL
  12313. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12314. if (md && md->mob_id == MOBID_EMPERIUM)
  12315. break;
  12316. #endif
  12317. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12318. break; // affects self only when soullinked
  12319. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12320. if (tsc->data[SC_AKAITSUKI] && heal)
  12321. heal = ~heal + 1;
  12322. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12323. status_heal(bl, heal, 0, 0);
  12324. }
  12325. break;
  12326. case UNT_TATAMIGAESHI:
  12327. case UNT_DEMONSTRATION:
  12328. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12329. break;
  12330. case UNT_GOSPEL:
  12331. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  12332. break;
  12333. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  12334. { // Support Effect only on party, not guild
  12335. int heal;
  12336. int i = rnd()%13; // Positive buff count
  12337. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12338. switch (i)
  12339. {
  12340. case 0: // Heal 1~9999 HP
  12341. heal = rnd() %9999+1;
  12342. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  12343. status_heal(bl,heal,0,0);
  12344. break;
  12345. case 1: // End all negative status
  12346. status_change_clear_buffs(bl,6);
  12347. if (tsd) clif_gospel_info(tsd, 0x15);
  12348. break;
  12349. case 2: // Immunity to all status
  12350. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  12351. if (tsd) clif_gospel_info(tsd, 0x16);
  12352. break;
  12353. case 3: // MaxHP +100%
  12354. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  12355. if (tsd) clif_gospel_info(tsd, 0x17);
  12356. break;
  12357. case 4: // MaxSP +100%
  12358. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  12359. if (tsd) clif_gospel_info(tsd, 0x18);
  12360. break;
  12361. case 5: // All stats +20
  12362. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  12363. if (tsd) clif_gospel_info(tsd, 0x19);
  12364. break;
  12365. case 6: // Level 10 Blessing
  12366. sc_start(ss, bl,SC_BLESSING,100,10,time);
  12367. break;
  12368. case 7: // Level 10 Increase AGI
  12369. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  12370. break;
  12371. case 8: // Enchant weapon with Holy element
  12372. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  12373. if (tsd) clif_gospel_info(tsd, 0x1c);
  12374. break;
  12375. case 9: // Enchant armor with Holy element
  12376. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  12377. if (tsd) clif_gospel_info(tsd, 0x1d);
  12378. break;
  12379. case 10: // DEF +25%
  12380. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  12381. if (tsd) clif_gospel_info(tsd, 0x1e);
  12382. break;
  12383. case 11: // ATK +100%
  12384. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  12385. if (tsd) clif_gospel_info(tsd, 0x1f);
  12386. break;
  12387. case 12: // HIT/Flee +50
  12388. sc_start(ss, bl,SC_INCHIT,100,50,time);
  12389. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  12390. if (tsd) clif_gospel_info(tsd, 0x20);
  12391. break;
  12392. }
  12393. }
  12394. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12395. { // Offensive Effect
  12396. int i = rnd()%9; // Negative buff count
  12397. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  12398. switch (i)
  12399. {
  12400. case 0: // Deal 1~9999 damage
  12401. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12402. break;
  12403. case 1: // Curse
  12404. sc_start(ss, bl,SC_CURSE,100,1,time);
  12405. break;
  12406. case 2: // Blind
  12407. sc_start(ss, bl,SC_BLIND,100,1,time);
  12408. break;
  12409. case 3: // Poison
  12410. sc_start2(ss, bl,SC_POISON,100,1,ss->id,time);
  12411. break;
  12412. case 4: // Level 10 Provoke
  12413. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  12414. break;
  12415. case 5: // DEF -100%
  12416. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  12417. break;
  12418. case 6: // ATK -100%
  12419. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  12420. break;
  12421. case 7: // Flee -100%
  12422. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  12423. break;
  12424. case 8: // Speed/ASPD -25%
  12425. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  12426. break;
  12427. }
  12428. }
  12429. break;
  12430. case UNT_BASILICA:
  12431. {
  12432. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12433. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  12434. { // knock-back any enemy except Boss
  12435. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12436. break;
  12437. }
  12438. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12439. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12440. }
  12441. break;
  12442. case UNT_GROUNDDRIFT_WIND:
  12443. case UNT_GROUNDDRIFT_DARK:
  12444. case UNT_GROUNDDRIFT_POISON:
  12445. case UNT_GROUNDDRIFT_WATER:
  12446. case UNT_GROUNDDRIFT_FIRE:
  12447. map_foreachinrange(skill_trap_splash,&unit->bl,
  12448. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12449. &unit->bl,tick);
  12450. sg->unit_id = UNT_USED_TRAPS;
  12451. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12452. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12453. break;
  12454. case UNT_POISONSMOKE:
  12455. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12456. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12457. break;
  12458. case UNT_EPICLESIS:
  12459. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12460. int hp, sp;
  12461. switch( sg->skill_lv ) {
  12462. case 1: case 2: hp = 3; sp = 2; break;
  12463. case 3: case 4: hp = 4; sp = 3; break;
  12464. case 5: default: hp = 5; sp = 4; break;
  12465. }
  12466. hp = tstatus->max_hp * hp / 100;
  12467. sp = tstatus->max_sp * sp / 100;
  12468. if (tstatus->hp < tstatus->max_hp)
  12469. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12470. if (tstatus->sp < tstatus->max_sp)
  12471. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12472. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12473. hp = ~hp + 1;
  12474. status_heal(bl, hp, sp, 3);
  12475. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12476. sg->val2++;
  12477. // Reveal hidden players every 5 seconds.
  12478. if( sg->val2 >= 5 ) {
  12479. sg->val2 = 0;
  12480. // Doesn't remove Invisibility or Chase Walk.
  12481. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12482. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12483. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12484. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  12485. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12486. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12487. }
  12488. }
  12489. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12490. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12491. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12492. break;
  12493. case UNT_DIMENSIONDOOR:
  12494. if( tsd && !map[bl->m].flag.noteleport )
  12495. pc_randomwarp(tsd,CLR_TELEPORT);
  12496. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12497. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12498. break;
  12499. case UNT_REVERBERATION:
  12500. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12501. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12502. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12503. sg->unit_id = UNT_USED_TRAPS;
  12504. break;
  12505. case UNT_SEVERE_RAINSTORM:
  12506. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12507. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12508. break;
  12509. case UNT_NETHERWORLD:
  12510. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12511. if (!(tsc && tsc->data[type])) {
  12512. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12513. sg->limit = DIFF_TICK(tick,sg->tick);
  12514. sg->unit_id = UNT_USED_TRAPS;
  12515. }
  12516. }
  12517. break;
  12518. case UNT_THORNS_TRAP:
  12519. if( tsc ) {
  12520. if( !sg->val2 ) {
  12521. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12522. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12523. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12524. if( td )
  12525. sec = DIFF_TICK(td->tick, tick);
  12526. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12527. clif_fixpos(bl);
  12528. sg->val2 = bl->id;
  12529. } else
  12530. sec = 3000; // Couldn't trap it?
  12531. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12532. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12533. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12534. }
  12535. break;
  12536. case UNT_WALLOFTHORN:
  12537. if (unit->val2-- <= 0) // Max hit reached
  12538. break;
  12539. if (status_get_mode(bl)&MD_BOSS)
  12540. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12541. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12542. 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);
  12543. break;
  12544. case UNT_DEMONIC_FIRE:
  12545. switch( sg->val2 ) {
  12546. case 1:
  12547. default:
  12548. 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));
  12549. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12550. break;
  12551. }
  12552. break;
  12553. case UNT_HELLS_PLANT:
  12554. if (tsc && tsc->data[SC__MANHOLE])
  12555. break;
  12556. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12557. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12558. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12559. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12560. break;
  12561. case UNT_CLOUD_KILL:
  12562. if(tsc && !tsc->data[type])
  12563. 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);
  12564. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12565. break;
  12566. case UNT_WARMER:
  12567. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12568. int hp = 0;
  12569. struct status_change *ssc = status_get_sc(ss);
  12570. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12571. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12572. else
  12573. hp = tstatus->max_hp * sg->skill_lv / 100;
  12574. if( tstatus->hp != tstatus->max_hp )
  12575. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12576. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12577. hp = ~hp + 1;
  12578. status_heal(bl, hp, 0, 0);
  12579. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12580. }
  12581. break;
  12582. case UNT_ZEPHYR:
  12583. if (ss == bl)
  12584. break; // Doesn't affect the Elemental
  12585. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12586. break;
  12587. case UNT_FIRE_INSIGNIA:
  12588. case UNT_WATER_INSIGNIA:
  12589. case UNT_WIND_INSIGNIA:
  12590. case UNT_EARTH_INSIGNIA:
  12591. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12592. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12593. int hp = tstatus->max_hp / 100; //+1% each 5s
  12594. if ((sg->val3) % 5) { //each 5s
  12595. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12596. status_heal(bl, hp, 0, 2);
  12597. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12598. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12599. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12600. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12601. ){
  12602. status_heal(bl, -hp, 0, 0);
  12603. }
  12604. }
  12605. sg->val3++; //timer
  12606. if (sg->val3 > 5) sg->val3 = 0;
  12607. }
  12608. break;
  12609. case UNT_VACUUM_EXTREME:
  12610. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12611. (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)
  12612. return 0;
  12613. else
  12614. // Apply effect and suck targets one-by-one each n seconds
  12615. 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)));
  12616. break;
  12617. case UNT_BANDING:
  12618. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12619. 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));
  12620. break;
  12621. case UNT_FIRE_MANTLE:
  12622. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12623. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12624. break;
  12625. case UNT_ZENKAI_WATER:
  12626. case UNT_ZENKAI_LAND:
  12627. case UNT_ZENKAI_FIRE:
  12628. case UNT_ZENKAI_WIND:
  12629. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12630. switch( sg->unit_id ) {
  12631. case UNT_ZENKAI_WATER:
  12632. switch (rnd()%2 + 1) {
  12633. case 1:
  12634. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12635. break;
  12636. case 2:
  12637. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12638. break;
  12639. }
  12640. break;
  12641. case UNT_ZENKAI_LAND:
  12642. switch (rnd()%2 + 1) {
  12643. case 1:
  12644. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12645. break;
  12646. case 2:
  12647. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12648. break;
  12649. }
  12650. break;
  12651. case UNT_ZENKAI_FIRE:
  12652. 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));
  12653. break;
  12654. case UNT_ZENKAI_WIND:
  12655. switch (rnd()%3 + 1) {
  12656. case 1:
  12657. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12658. break;
  12659. case 2:
  12660. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12661. break;
  12662. case 3:
  12663. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12664. break;
  12665. }
  12666. break;
  12667. }
  12668. } else
  12669. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  12670. break;
  12671. case UNT_LAVA_SLIDE:
  12672. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12673. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12674. sg->limit = DIFF_TICK(tick, sg->tick);
  12675. break;
  12676. case UNT_POISON_MIST:
  12677. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12678. 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);
  12679. break;
  12680. case UNT_CHAOSPANIC:
  12681. if (tsc && tsc->data[type])
  12682. break;
  12683. 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);
  12684. break;
  12685. case UNT_B_TRAP:
  12686. if (tsc && tsc->data[type])
  12687. break;
  12688. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12689. unit->val2++; // Mark as ever been used
  12690. break;
  12691. case UNT_FIRE_RAIN:
  12692. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12693. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12694. 1,sg->skill_id,sg->skill_lv,6);
  12695. break;
  12696. }
  12697. if (bl->type == BL_MOB && ss != bl)
  12698. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12699. return skill_id;
  12700. }
  12701. /**
  12702. * Triggered when a char steps out of a skill unit
  12703. * @param src Skill unit from char moved out
  12704. * @param bl Char
  12705. * @param tick
  12706. */
  12707. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12708. {
  12709. struct skill_unit_group *sg;
  12710. struct status_change *sc;
  12711. struct status_change_entry *sce;
  12712. enum sc_type type;
  12713. nullpo_ret(src);
  12714. nullpo_ret(bl);
  12715. nullpo_ret(sg=src->group);
  12716. sc = status_get_sc(bl);
  12717. type = status_skill2sc(sg->skill_id);
  12718. sce = (sc && type != -1)?sc->data[type]:NULL;
  12719. if( bl->prev==NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12720. return 0;
  12721. switch(sg->unit_id){
  12722. case UNT_SAFETYWALL:
  12723. case UNT_PNEUMA:
  12724. case UNT_EPICLESIS://Arch Bishop
  12725. if (sce)
  12726. status_change_end(bl, type, INVALID_TIMER);
  12727. break;
  12728. case UNT_BASILICA:
  12729. if (sce && sce->val4 != bl->id)
  12730. status_change_end(bl, type, INVALID_TIMER);
  12731. break;
  12732. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12733. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12734. status_change_end(bl, type, INVALID_TIMER);
  12735. break;
  12736. case UNT_DISSONANCE:
  12737. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12738. {
  12739. short i;
  12740. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12741. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12742. type = status_skill2sc(i);
  12743. sce = (sc && type != -1)?sc->data[type]:NULL;
  12744. if(sce)
  12745. return i;
  12746. }
  12747. }
  12748. }
  12749. case UNT_WHISTLE:
  12750. case UNT_ASSASSINCROSS:
  12751. case UNT_POEMBRAGI:
  12752. case UNT_APPLEIDUN:
  12753. case UNT_HUMMING:
  12754. case UNT_DONTFORGETME:
  12755. case UNT_FORTUNEKISS:
  12756. case UNT_SERVICEFORYOU:
  12757. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12758. return -1;
  12759. }
  12760. return sg->skill_id;
  12761. }
  12762. /**
  12763. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12764. * @param skill_id Skill ID
  12765. * @param bl A char
  12766. * @param tick
  12767. */
  12768. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12769. {
  12770. struct status_change *sc;
  12771. struct status_change_entry *sce;
  12772. enum sc_type type;
  12773. sc = status_get_sc(bl);
  12774. if (sc && !sc->count)
  12775. sc = NULL;
  12776. type = status_skill2sc(skill_id);
  12777. sce = (sc && type != -1)?sc->data[type]:NULL;
  12778. switch (skill_id)
  12779. {
  12780. case WZ_QUAGMIRE:
  12781. if (bl->type==BL_MOB)
  12782. break;
  12783. if (sce)
  12784. status_change_end(bl, type, INVALID_TIMER);
  12785. break;
  12786. case BD_LULLABY:
  12787. case BD_RICHMANKIM:
  12788. case BD_ETERNALCHAOS:
  12789. case BD_DRUMBATTLEFIELD:
  12790. case BD_RINGNIBELUNGEN:
  12791. case BD_ROKISWEIL:
  12792. case BD_INTOABYSS:
  12793. case BD_SIEGFRIED:
  12794. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12795. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12796. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12797. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12798. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12799. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12800. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12801. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12802. }
  12803. case MH_STEINWAND:
  12804. case MG_SAFETYWALL:
  12805. case AL_PNEUMA:
  12806. case SA_VOLCANO:
  12807. case SA_DELUGE:
  12808. case SA_VIOLENTGALE:
  12809. case CG_HERMODE:
  12810. case HW_GRAVITATION:
  12811. case HP_BASILICA:
  12812. case NJ_SUITON:
  12813. case SC_MAELSTROM:
  12814. case EL_WATER_BARRIER:
  12815. case EL_ZEPHYR:
  12816. case EL_POWER_OF_GAIA:
  12817. case SO_FIRE_INSIGNIA:
  12818. case SO_WATER_INSIGNIA:
  12819. case SO_WIND_INSIGNIA:
  12820. case SO_EARTH_INSIGNIA:
  12821. case SC_BLOODYLUST:
  12822. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12823. case GN_FIRE_EXPANSION_TEAR_GAS:
  12824. case LG_KINGS_GRACE:
  12825. case NC_STEALTHFIELD:
  12826. case NC_NEUTRALBARRIER:
  12827. if (sce)
  12828. status_change_end(bl, type, INVALID_TIMER);
  12829. break;
  12830. case BA_DISSONANCE:
  12831. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12832. {
  12833. short i;
  12834. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12835. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12836. type = status_skill2sc(i);
  12837. sce = (sc && type != -1)?sc->data[type]:NULL;
  12838. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12839. delete_timer(sce->timer, status_change_timer);
  12840. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12841. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12842. }
  12843. }
  12844. }
  12845. }
  12846. break;
  12847. case BA_POEMBRAGI:
  12848. case BA_WHISTLE:
  12849. case BA_ASSASSINCROSS:
  12850. case BA_APPLEIDUN:
  12851. case DC_HUMMING:
  12852. case DC_DONTFORGETME:
  12853. case DC_FORTUNEKISS:
  12854. case DC_SERVICEFORYOU:
  12855. if (sce)
  12856. {
  12857. delete_timer(sce->timer, status_change_timer);
  12858. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12859. //not possible on our current implementation.
  12860. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12861. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12862. }
  12863. break;
  12864. case PF_FOGWALL:
  12865. if (sce)
  12866. {
  12867. status_change_end(bl, type, INVALID_TIMER);
  12868. if ((sce=sc->data[SC_BLIND]))
  12869. {
  12870. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12871. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12872. else {
  12873. delete_timer(sce->timer, status_change_timer);
  12874. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12875. }
  12876. }
  12877. }
  12878. break;
  12879. case GD_LEADERSHIP:
  12880. case GD_GLORYWOUNDS:
  12881. case GD_SOULCOLD:
  12882. case GD_HAWKEYES:
  12883. if( !(sce && sce->val4) )
  12884. status_change_end(bl, type, INVALID_TIMER);
  12885. break;
  12886. }
  12887. return skill_id;
  12888. }
  12889. /*==========================================
  12890. * Invoked when a unit cell has been placed/removed/deleted.
  12891. * flag values:
  12892. * flag&1: Invoke onplace function (otherwise invoke onout)
  12893. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12894. * flag&8: Recursive
  12895. *------------------------------------------*/
  12896. static int skill_unit_effect(struct block_list* bl, va_list ap)
  12897. {
  12898. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12899. struct skill_unit_group* group = unit->group;
  12900. unsigned int tick = va_arg(ap,unsigned int);
  12901. unsigned int flag = va_arg(ap,unsigned int);
  12902. uint16 skill_id;
  12903. bool dissonance = false;
  12904. bool isTarget = false;
  12905. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12906. return 0;
  12907. nullpo_ret(group);
  12908. if( !(flag&8) ) {
  12909. dissonance = skill_dance_switch(unit, 0);
  12910. //Target-type check.
  12911. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12912. }
  12913. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12914. skill_id = group->skill_id;
  12915. if( isTarget ){
  12916. if( flag&1 )
  12917. skill_unit_onplace(unit,bl,tick);
  12918. else {
  12919. if( skill_unit_onout(unit,bl,tick) == -1 )
  12920. return 0; // Don't let a Bard/Dancer update their own song timer
  12921. }
  12922. if( flag&4 )
  12923. skill_unit_onleft(skill_id, bl, tick);
  12924. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12925. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12926. if( dissonance ) {
  12927. skill_dance_switch(unit, 1);
  12928. //we placed a dissonance, let's update
  12929. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12930. }
  12931. return 0;
  12932. }
  12933. /**
  12934. * Check skill unit while receiving damage
  12935. * @param unit Skill unit
  12936. * @param damage Received damage
  12937. * @return Damage
  12938. */
  12939. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  12940. {
  12941. struct skill_unit_group *sg;
  12942. nullpo_ret(unit);
  12943. nullpo_ret(sg = unit->group);
  12944. switch( sg->unit_id ) {
  12945. case UNT_BLASTMINE:
  12946. case UNT_SKIDTRAP:
  12947. case UNT_LANDMINE:
  12948. case UNT_SHOCKWAVE:
  12949. case UNT_SANDMAN:
  12950. case UNT_FLASHER:
  12951. case UNT_CLAYMORETRAP:
  12952. case UNT_FREEZINGTRAP:
  12953. case UNT_ANKLESNARE:
  12954. case UNT_ICEWALL:
  12955. case UNT_WALLOFTHORN:
  12956. case UNT_REVERBERATION:
  12957. case UNT_NETHERWORLD:
  12958. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  12959. break;
  12960. default:
  12961. damage = 0;
  12962. break;
  12963. }
  12964. return damage;
  12965. }
  12966. /**
  12967. * Check char condition around the skill caster
  12968. * @param bl Char around area
  12969. * @param *c Counter for 'valid' condition found
  12970. * @param *p_sd Stores 'rid' of char found
  12971. * @param skill_id Skill ID
  12972. * @param skill_lv Level of used skill
  12973. */
  12974. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12975. {
  12976. int *c, skill_id, inf2;
  12977. struct block_list *src;
  12978. struct map_session_data *sd;
  12979. struct map_session_data *tsd;
  12980. int *p_sd; //Contains the list of characters found.
  12981. nullpo_ret(bl);
  12982. nullpo_ret(tsd=(struct map_session_data*)bl);
  12983. nullpo_ret(src=va_arg(ap,struct block_list *));
  12984. nullpo_ret(sd=(struct map_session_data*)src);
  12985. c=va_arg(ap,int *);
  12986. p_sd = va_arg(ap, int *);
  12987. skill_id = va_arg(ap,int);
  12988. inf2 = skill_get_inf2(skill_id);
  12989. if (skill_id == PR_BENEDICTIO) {
  12990. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  12991. return 0;
  12992. }
  12993. else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET)) {
  12994. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  12995. return 0;
  12996. }
  12997. else if (*c >= 1) // Check for one companion for all other cases.
  12998. return 0;
  12999. if (bl == src)
  13000. return 0;
  13001. if(pc_isdead(tsd))
  13002. return 0;
  13003. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13004. return 0;
  13005. if( inf2&INF2_CHORUS_SKILL ) {
  13006. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13007. p_sd[(*c)++] = tsd->bl.id;
  13008. return 1;
  13009. } else {
  13010. switch(skill_id) {
  13011. case PR_BENEDICTIO: {
  13012. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13013. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13014. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13015. && sd->status.sp >= 10)
  13016. p_sd[(*c)++]=tsd->bl.id;
  13017. return 1;
  13018. }
  13019. case AB_ADORAMUS:
  13020. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13021. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13022. p_sd[(*c)++] = tsd->bl.id;
  13023. return 1;
  13024. case WL_COMET:
  13025. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13026. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13027. p_sd[(*c)++] = tsd->bl.id;
  13028. return 1;
  13029. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13030. {
  13031. uint16 skill_lv;
  13032. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13033. return 0;
  13034. if (sd->status.sex != tsd->status.sex &&
  13035. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13036. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13037. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13038. sd->status.party_id && tsd->status.party_id &&
  13039. sd->status.party_id == tsd->status.party_id &&
  13040. !tsd->sc.data[SC_DANCING])
  13041. {
  13042. p_sd[(*c)++]=tsd->bl.id;
  13043. return skill_lv;
  13044. } else {
  13045. return 0;
  13046. }
  13047. }
  13048. break;
  13049. }
  13050. }
  13051. return 0;
  13052. }
  13053. /**
  13054. * Checks and stores partners for ensemble skills [Skotlex]
  13055. * Max partners is 2.
  13056. * @param sd Caster
  13057. * @param skill_id
  13058. * @param skill_lv
  13059. * @param range Area range to check
  13060. * @param cast_flag Special handle
  13061. */
  13062. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13063. {
  13064. static int c=0;
  13065. static int p_sd[MAX_PARTY];
  13066. int i;
  13067. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  13068. if (!sd)
  13069. return 0;
  13070. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13071. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13072. if (cast_flag) { //Execute the skill on the partners.
  13073. struct map_session_data* tsd;
  13074. switch (skill_id) {
  13075. case PR_BENEDICTIO:
  13076. for (i = 0; i < c; i++) {
  13077. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13078. status_charge(&tsd->bl, 0, 10);
  13079. }
  13080. return c;
  13081. case AB_ADORAMUS:
  13082. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13083. i = 2 * (*skill_lv);
  13084. status_charge(&tsd->bl, 0, i);
  13085. }
  13086. break;
  13087. default: //Warning: Assuming Ensemble skills here (for speed)
  13088. if( is_chorus )
  13089. break;//Chorus skills are not to be parsed as ensambles
  13090. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13091. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13092. 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);
  13093. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13094. tsd->skill_id_dance = skill_id;
  13095. tsd->skill_lv_dance = *skill_lv;
  13096. }
  13097. return c;
  13098. }
  13099. }
  13100. //Else: new search for partners.
  13101. c = 0;
  13102. memset (p_sd, 0, sizeof(p_sd));
  13103. if( is_chorus )
  13104. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  13105. else
  13106. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13107. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13108. *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.
  13109. return c;
  13110. }
  13111. /**
  13112. * Sub function to count how many spawned mob is around.
  13113. * Some skills check with matched AI.
  13114. * @param rid Source ID
  13115. * @param mob_class Monster ID
  13116. * @param skill_id Used skill
  13117. * @param *c Counter for found monster
  13118. */
  13119. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13120. {
  13121. int *c,src_id,mob_class,skill;
  13122. uint16 ai;
  13123. struct mob_data *md;
  13124. md=(struct mob_data*)bl;
  13125. src_id=va_arg(ap,int);
  13126. mob_class=va_arg(ap,int);
  13127. skill=va_arg(ap,int);
  13128. c=va_arg(ap,int *);
  13129. 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);
  13130. if( md->master_id != src_id || md->special_state.ai != ai)
  13131. return 0; //Non alchemist summoned mobs have nothing to do here.
  13132. if(md->mob_id==mob_class)
  13133. (*c)++;
  13134. return 1;
  13135. }
  13136. /**
  13137. * Determines if a given skill should be made to consume ammo
  13138. * when used by the player. [Skotlex]
  13139. * @param sd Player
  13140. * @param skill_id Skill ID
  13141. * @return True if skill is need ammo; False otherwise.
  13142. */
  13143. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13144. {
  13145. return (
  13146. battle_config.arrow_decrement == 2 &&
  13147. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13148. skill_id != HT_PHANTASMIC &&
  13149. skill_get_type(skill_id) == BF_WEAPON &&
  13150. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  13151. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13152. );
  13153. }
  13154. /**
  13155. * Check SC required to cast a skill
  13156. * @param sc
  13157. * @param skill_id
  13158. * @return True if condition is met, False otherwise
  13159. **/
  13160. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  13161. uint8 c = 0;
  13162. struct status_change *sc = NULL;
  13163. if (!require->status_count)
  13164. return true;
  13165. nullpo_ret(sd);
  13166. if (!require || !skill_get_index(skill_id))
  13167. return false;
  13168. if (!(sc = &sd->sc)) {
  13169. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13170. return false;
  13171. }
  13172. /* May has multiple requirements */
  13173. for (c = 0; c < require->status_count; c++) {
  13174. enum sc_type req_sc = require->status[c];
  13175. if (req_sc == SC_NONE)
  13176. continue;
  13177. switch (req_sc) {
  13178. /* Official fail msg */
  13179. case SC_PUSH_CART:
  13180. if (!sc->data[SC_PUSH_CART]) {
  13181. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13182. return false;
  13183. }
  13184. break;
  13185. case SC_POISONINGWEAPON:
  13186. if (!sc->data[SC_POISONINGWEAPON]) {
  13187. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13188. return false;
  13189. }
  13190. break;
  13191. default:
  13192. if (!sc->data[req_sc]) {
  13193. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13194. return false;
  13195. }
  13196. break;
  13197. }
  13198. }
  13199. return true;
  13200. }
  13201. /**
  13202. * Check skill condition when cast begin
  13203. * For ammo, only check if the skill need ammo
  13204. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13205. * @param sd Player who uses skill
  13206. * @param skill_id ID of used skill
  13207. * @param skill_lv Level of used skill
  13208. * @return true: All condition passed, false: Failed
  13209. */
  13210. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13211. {
  13212. struct status_data *status;
  13213. struct status_change *sc;
  13214. struct skill_condition require;
  13215. int i;
  13216. uint32 inf2, inf3;
  13217. nullpo_retr(false,sd);
  13218. if (sd->chatID)
  13219. return false;
  13220. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13221. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13222. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13223. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13224. return true;
  13225. }
  13226. switch( sd->menuskill_id ) {
  13227. case AM_PHARMACY:
  13228. switch( skill_id ) {
  13229. case AM_PHARMACY:
  13230. case AC_MAKINGARROW:
  13231. case BS_REPAIRWEAPON:
  13232. case AM_TWILIGHT1:
  13233. case AM_TWILIGHT2:
  13234. case AM_TWILIGHT3:
  13235. return false;
  13236. }
  13237. break;
  13238. case GN_MIX_COOKING:
  13239. case GN_MAKEBOMB:
  13240. case GN_S_PHARMACY:
  13241. case GN_CHANGEMATERIAL:
  13242. if( sd->menuskill_id != skill_id )
  13243. return false;
  13244. break;
  13245. }
  13246. status = &sd->battle_status;
  13247. sc = &sd->sc;
  13248. if( !sc->count )
  13249. sc = NULL;
  13250. if( sd->skillitem == skill_id )
  13251. {
  13252. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13253. sd->state.abra_flag = 0;
  13254. else
  13255. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13256. if( (i = sd->itemindex) == -1 ||
  13257. sd->status.inventory[i].nameid != sd->itemid ||
  13258. sd->inventory_data[i] == NULL ||
  13259. !sd->inventory_data[i]->flag.delay_consume ||
  13260. sd->status.inventory[i].amount < 1
  13261. )
  13262. { //Something went wrong, item exploit?
  13263. sd->itemid = sd->itemindex = -1;
  13264. return false;
  13265. }
  13266. //Consume
  13267. sd->itemid = sd->itemindex = -1;
  13268. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  13269. ; //Do not consume item.
  13270. else if( sd->status.inventory[i].expire_time == 0 )
  13271. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13272. }
  13273. return true;
  13274. }
  13275. if( pc_is90overweight(sd) ) {
  13276. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13277. return false;
  13278. }
  13279. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13280. return false;
  13281. //Checks if disabling skill - in which case no SP requirements are necessary
  13282. if( sc && skill_disable_check(sc,skill_id))
  13283. return true;
  13284. inf3 = skill_get_inf3(skill_id);
  13285. // Check the skills that can be used while mounted on a warg
  13286. if( pc_isridingwug(sd) ) {
  13287. if(!(inf3&INF3_USABLE_WARG))
  13288. return false; // in official there is no message.
  13289. }
  13290. if( pc_ismadogear(sd) ) {
  13291. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  13292. //Only Mechanic exlcusive skill can be used.
  13293. if(inf3&INF3_DIS_MADO){
  13294. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13295. return false;
  13296. }
  13297. }
  13298. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13299. // return false;
  13300. require = skill_get_requirement(sd,skill_id,skill_lv);
  13301. //Can only update state when weapon/arrow info is checked.
  13302. sd->state.arrow_atk = require.ammo?1:0;
  13303. // perform skill-group checks
  13304. inf2 = skill_get_inf2(skill_id);
  13305. if(inf2&INF2_CHORUS_SKILL) {
  13306. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  13307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13308. return false;
  13309. }
  13310. }
  13311. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13312. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13313. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13314. return false;
  13315. }
  13316. }
  13317. // perform skill-specific checks (and actions)
  13318. switch( skill_id ) {
  13319. case SO_SPELLFIST:
  13320. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13321. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13322. return false;
  13323. }
  13324. case SA_CASTCANCEL:
  13325. if(sd->ud.skilltimer == INVALID_TIMER) {
  13326. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13327. return false;
  13328. }
  13329. break;
  13330. case AS_CLOAKING:
  13331. {
  13332. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13333. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13334. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13335. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13336. int di;
  13337. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13338. if( di == 8 ) {
  13339. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13340. return false;
  13341. }
  13342. }
  13343. break;
  13344. }
  13345. case AL_WARP:
  13346. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13347. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13348. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13349. return false;
  13350. }
  13351. break;
  13352. case MO_CALLSPIRITS:
  13353. if(sc && sc->data[SC_RAISINGDRAGON])
  13354. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13355. if(sd->spiritball >= skill_lv) {
  13356. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13357. return false;
  13358. }
  13359. break;
  13360. case MO_FINGEROFFENSIVE:
  13361. case GS_FLING:
  13362. case SR_RAMPAGEBLASTER:
  13363. case SR_RIDEINLIGHTNING:
  13364. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13365. sd->spiritball_old = require.spiritball = sd->spiritball;
  13366. else
  13367. sd->spiritball_old = require.spiritball;
  13368. break;
  13369. case MO_CHAINCOMBO:
  13370. if(!sc)
  13371. return false;
  13372. if(sc->data[SC_BLADESTOP])
  13373. break;
  13374. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13375. break;
  13376. return false;
  13377. case MO_COMBOFINISH:
  13378. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13379. return false;
  13380. break;
  13381. case CH_TIGERFIST:
  13382. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13383. return false;
  13384. break;
  13385. case CH_CHAINCRUSH:
  13386. if(!(sc && sc->data[SC_COMBO]))
  13387. return false;
  13388. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13389. return false;
  13390. break;
  13391. case MO_EXTREMITYFIST:
  13392. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13393. // return false;
  13394. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13395. break;
  13396. if( sc && sc->data[SC_COMBO] ) {
  13397. switch(sc->data[SC_COMBO]->val1) {
  13398. case MO_COMBOFINISH:
  13399. case CH_TIGERFIST:
  13400. case CH_CHAINCRUSH:
  13401. break;
  13402. default:
  13403. return false;
  13404. }
  13405. }
  13406. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13407. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13408. return false;
  13409. }
  13410. break;
  13411. case TK_MISSION:
  13412. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13413. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13414. return false;
  13415. }
  13416. break;
  13417. case TK_READYCOUNTER:
  13418. case TK_READYDOWN:
  13419. case TK_READYSTORM:
  13420. case TK_READYTURN:
  13421. case TK_JUMPKICK:
  13422. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13423. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13424. return false;
  13425. }
  13426. break;
  13427. case TK_TURNKICK:
  13428. case TK_STORMKICK:
  13429. case TK_DOWNKICK:
  13430. case TK_COUNTER:
  13431. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13432. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13433. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13434. return false; //Combo needs to be ready
  13435. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13436. //Do not repeat a kick.
  13437. if (sc->data[SC_COMBO]->val3 != skill_id)
  13438. break;
  13439. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13440. return false;
  13441. }
  13442. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13443. unit_cancel_combo(&sd->bl);
  13444. return false;
  13445. }
  13446. break; //Combo ready.
  13447. case BD_ADAPTATION:
  13448. {
  13449. int time;
  13450. if(!(sc && sc->data[SC_DANCING])) {
  13451. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13452. return false;
  13453. }
  13454. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13455. if (skill_get_time(
  13456. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13457. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13458. - time < skill_get_time2(skill_id,skill_lv))
  13459. {
  13460. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13461. return false;
  13462. }
  13463. }
  13464. break;
  13465. case PR_BENEDICTIO:
  13466. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13467. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13468. return false;
  13469. }
  13470. break;
  13471. case SL_SMA:
  13472. if(!(sc && sc->data[SC_SMA]))
  13473. return false;
  13474. break;
  13475. case HT_POWER:
  13476. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13477. return false;
  13478. break;
  13479. case CG_HERMODE:
  13480. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13482. return false;
  13483. }
  13484. break;
  13485. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13486. {
  13487. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13488. int size = range*2+1;
  13489. for (s=0;s<size*size;s++) {
  13490. int x = sd->bl.x+(s%size-range);
  13491. int y = sd->bl.y+(s/size-range);
  13492. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13493. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13494. return false;
  13495. }
  13496. }
  13497. }
  13498. break;
  13499. case PR_REDEMPTIO:
  13500. {
  13501. int exp;
  13502. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  13503. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  13504. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13505. return false;
  13506. }
  13507. break;
  13508. }
  13509. case HP_BASILICA:
  13510. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13511. if( sd ) {
  13512. // When castbegin, needs 7x7 clear area
  13513. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13514. int size = range*2+1;
  13515. for( s=0;s<size*size;s++ ) {
  13516. int x = sd->bl.x+(s%size-range);
  13517. int y = sd->bl.y+(s/size-range);
  13518. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13519. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13520. return false;
  13521. }
  13522. }
  13523. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13524. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13525. return false;
  13526. }
  13527. }
  13528. }
  13529. break;
  13530. case AM_TWILIGHT2:
  13531. case AM_TWILIGHT3:
  13532. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13533. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13534. return false;
  13535. }
  13536. break;
  13537. case SG_SUN_WARM:
  13538. case SG_MOON_WARM:
  13539. case SG_STAR_WARM:
  13540. if (sc && sc->data[SC_MIRACLE])
  13541. break;
  13542. i = skill_id-SG_SUN_WARM;
  13543. if (sd->bl.m == sd->feel_map[i].m)
  13544. break;
  13545. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13546. return false;
  13547. break;
  13548. case SG_SUN_COMFORT:
  13549. case SG_MOON_COMFORT:
  13550. case SG_STAR_COMFORT:
  13551. if (sc && sc->data[SC_MIRACLE])
  13552. break;
  13553. i = skill_id-SG_SUN_COMFORT;
  13554. if (sd->bl.m == sd->feel_map[i].m &&
  13555. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13556. break;
  13557. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13558. return false;
  13559. case SG_FUSION:
  13560. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13561. break;
  13562. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13563. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13564. if( require.sp > 0 ) {
  13565. if (status->sp < (unsigned int)require.sp)
  13566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13567. else
  13568. status_zap(&sd->bl, 0, require.sp);
  13569. }
  13570. return false;
  13571. case GD_BATTLEORDER:
  13572. case GD_REGENERATION:
  13573. case GD_RESTORE:
  13574. if (!map_flag_gvg2(sd->bl.m)) {
  13575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13576. return false;
  13577. }
  13578. case GD_EMERGENCYCALL:
  13579. case GD_ITEMEMERGENCYCALL:
  13580. // other checks were already done in skill_isNotOk()
  13581. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13582. return false;
  13583. break;
  13584. case GS_GLITTERING:
  13585. if(sd->spiritball >= 10) {
  13586. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13587. return false;
  13588. }
  13589. break;
  13590. case NJ_ISSEN:
  13591. #ifdef RENEWAL
  13592. if (status->hp < (status->hp/100)) {
  13593. #else
  13594. if (status->hp < 2) {
  13595. #endif
  13596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13597. return false;
  13598. }
  13599. case NJ_BUNSINJYUTSU:
  13600. if (!(sc && sc->data[SC_NEN])) {
  13601. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13602. return false;
  13603. }
  13604. break;
  13605. case NJ_ZENYNAGE:
  13606. case KO_MUCHANAGE:
  13607. if(sd->status.zeny < require.zeny) {
  13608. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13609. return false;
  13610. }
  13611. break;
  13612. case PF_HPCONVERSION:
  13613. if (status->sp == status->max_sp)
  13614. return false; //Unusable when at full SP.
  13615. break;
  13616. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13617. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13618. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13619. return false;
  13620. }
  13621. break;
  13622. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13623. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13624. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13625. return false;
  13626. }
  13627. break;
  13628. case AB_ANCILLA: {
  13629. int count = 0;
  13630. for( i = 0; i < MAX_INVENTORY; i++ )
  13631. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13632. count += sd->status.inventory[i].amount;
  13633. if( count >= 3 ) {
  13634. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13635. return false;
  13636. }
  13637. }
  13638. break;
  13639. /**
  13640. * Keeping as a note:
  13641. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13642. */
  13643. //case AB_LAUDAAGNUS:
  13644. //case AB_LAUDARAMUS:
  13645. // if( !sd->status.party_id ) {
  13646. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13647. // return false;
  13648. // }
  13649. // break;
  13650. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13651. case WL_COMET:
  13652. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13653. && sd->special_state.no_gemstone == 0
  13654. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13655. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13656. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13657. return false;
  13658. }
  13659. break;
  13660. case WL_SUMMONFB:
  13661. case WL_SUMMONBL:
  13662. case WL_SUMMONWB:
  13663. case WL_SUMMONSTONE:
  13664. if( sc ) {
  13665. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13666. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13667. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13668. return false;
  13669. }
  13670. }
  13671. break;
  13672. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13673. if( sc ) {
  13674. int j = 0;
  13675. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13676. if( sc->data[i] ) {
  13677. j++;
  13678. }
  13679. if( j < 4 ) { // Need 4 spheres minimum
  13680. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13681. return false;
  13682. }
  13683. }
  13684. else { // no status at all? no spheres present
  13685. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13686. return false;
  13687. }
  13688. break;
  13689. case GC_HALLUCINATIONWALK:
  13690. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13691. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13692. return false;
  13693. }
  13694. break;
  13695. case GC_COUNTERSLASH:
  13696. case GC_WEAPONCRUSH:
  13697. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13698. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13699. return false;
  13700. }
  13701. break;
  13702. case RA_WUGMASTERY:
  13703. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13704. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13705. return false;
  13706. }
  13707. break;
  13708. case RA_WUGSTRIKE:
  13709. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13710. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13711. return false;
  13712. }
  13713. break;
  13714. case RA_WUGRIDER:
  13715. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13716. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13717. return false;
  13718. }
  13719. break;
  13720. case RA_WUGDASH:
  13721. if(!pc_isridingwug(sd)) {
  13722. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13723. return false;
  13724. }
  13725. else {
  13726. int16 sx = sd->bl.x;
  13727. int16 sy = sd->bl.y;
  13728. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  13729. switch (dir) {
  13730. case 0: case 8: sy++; break;
  13731. case 1: sx--; sy++; break;
  13732. case 2: sx--; break;
  13733. case 3: sx--; sy--; break;
  13734. case 4: sy--; break;
  13735. case 5: sx++; sy--; break;
  13736. case 6: sx++; break;
  13737. case 7: sx++; sy++; break;
  13738. }
  13739. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  13740. return false;
  13741. }
  13742. }
  13743. break;
  13744. case LG_BANDING:
  13745. if( sc && sc->data[SC_INSPIRATION] ) {
  13746. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13747. return false;
  13748. }
  13749. break;
  13750. case LG_PRESTIGE:
  13751. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13752. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13753. return false;
  13754. }
  13755. break;
  13756. case LG_RAGEBURST:
  13757. if( sd->spiritball == 0 ) {
  13758. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13759. return false;
  13760. }
  13761. sd->spiritball_old = require.spiritball = sd->spiritball;
  13762. break;
  13763. case LG_SHIELDSPELL: {
  13764. short index = sd->equip_index[EQI_HAND_L];
  13765. struct item_data *shield_data = NULL;
  13766. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13767. shield_data = sd->inventory_data[index];
  13768. 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.
  13769. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13770. break;
  13771. }
  13772. }
  13773. break;
  13774. case LG_RAYOFGENESIS:
  13775. case LG_HESPERUSLIT:
  13776. if (sc && sc->data[SC_INSPIRATION])
  13777. return true; // Don't check for partner.
  13778. if (!(sc && sc->data[SC_BANDING])) {
  13779. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13780. return false;
  13781. }
  13782. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3))
  13783. return false; // Just fails, no msg here.
  13784. break;
  13785. case SR_FALLENEMPIRE:
  13786. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13787. return false;
  13788. break;
  13789. case SR_CRESCENTELBOW:
  13790. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13791. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13792. return false;
  13793. }
  13794. break;
  13795. case SR_CURSEDCIRCLE:
  13796. if (map_flag_gvg(sd->bl.m)) {
  13797. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13798. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  13799. char output[128];
  13800. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13801. clif_colormes(sd->fd,color_table[COLOR_RED], output);
  13802. return false;
  13803. }
  13804. }
  13805. if( sd->spiritball > 0 )
  13806. sd->spiritball_old = require.spiritball = sd->spiritball;
  13807. else {
  13808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13809. return false;
  13810. }
  13811. break;
  13812. case SR_GATEOFHELL:
  13813. if( sd->spiritball > 0 )
  13814. sd->spiritball_old = require.spiritball;
  13815. break;
  13816. case SC_MANHOLE:
  13817. case SC_DIMENSIONDOOR:
  13818. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13819. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13820. return false;
  13821. }
  13822. break;
  13823. case SC_FEINTBOMB:
  13824. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  13825. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13826. return false;
  13827. }
  13828. break;
  13829. case WM_GREAT_ECHO: {
  13830. int count;
  13831. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  13832. if( count < 1 ) {
  13833. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13834. return false;
  13835. } else
  13836. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13837. }
  13838. break;
  13839. case SO_FIREWALK:
  13840. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13841. if( sc && sc->data[SC_PROPERTYWALK] &&
  13842. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13844. return false;
  13845. }
  13846. break;
  13847. case SO_EL_CONTROL:
  13848. if( !sd->status.ele_id || !sd->ed ) {
  13849. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13850. return false;
  13851. }
  13852. break;
  13853. case RETURN_TO_ELDICASTES:
  13854. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13855. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13856. return false;
  13857. }
  13858. break;
  13859. case LG_REFLECTDAMAGE:
  13860. case CR_REFLECTSHIELD:
  13861. if( sc && sc->data[SC_KYOMU] && rnd()%100 < 30){
  13862. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13863. return false;
  13864. }
  13865. break;
  13866. case KO_JYUMONJIKIRI:
  13867. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  13868. return true;
  13869. else {
  13870. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13871. return false;
  13872. }
  13873. break;
  13874. case KO_KAHU_ENTEN:
  13875. case KO_HYOUHU_HUBUKI:
  13876. case KO_KAZEHU_SEIRAN:
  13877. case KO_DOHU_KOUKAI:
  13878. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  13879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13880. return false;
  13881. }
  13882. break;
  13883. case KO_KAIHOU:
  13884. case KO_ZENKAI:
  13885. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  13886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  13887. return false;
  13888. }
  13889. break;
  13890. }
  13891. /* check state required */
  13892. switch (require.state) {
  13893. case ST_HIDDEN:
  13894. if(!pc_ishiding(sd)) {
  13895. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13896. return false;
  13897. }
  13898. break;
  13899. case ST_RIDING:
  13900. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13901. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13902. return false;
  13903. }
  13904. break;
  13905. case ST_FALCON:
  13906. if(!pc_isfalcon(sd)) {
  13907. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13908. return false;
  13909. }
  13910. break;
  13911. case ST_CART:
  13912. if(!pc_iscarton(sd)) {
  13913. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13914. return false;
  13915. }
  13916. break;
  13917. case ST_SHIELD:
  13918. if(sd->status.shield <= 0) {
  13919. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13920. return false;
  13921. }
  13922. break;
  13923. case ST_RECOV_WEIGHT_RATE:
  13924. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13925. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13926. return false;
  13927. }
  13928. break;
  13929. case ST_MOVE_ENABLE:
  13930. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13931. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13932. if (!unit_can_move(&sd->bl)) {
  13933. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13934. return false;
  13935. }
  13936. break;
  13937. case ST_WATER:
  13938. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13939. break;
  13940. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13941. break;
  13942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13943. return false;
  13944. case ST_RIDINGDRAGON:
  13945. if( !pc_isridingdragon(sd) ) {
  13946. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13947. return false;
  13948. }
  13949. break;
  13950. case ST_WUG:
  13951. if( !pc_iswug(sd) ) {
  13952. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13953. return false;
  13954. }
  13955. break;
  13956. case ST_RIDINGWUG:
  13957. if( !pc_isridingwug(sd) ) {
  13958. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13959. return false;
  13960. }
  13961. break;
  13962. case ST_MADO:
  13963. if( !pc_ismadogear(sd) ) {
  13964. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  13965. return false;
  13966. }
  13967. break;
  13968. case ST_ELEMENTALSPIRIT:
  13969. case ST_ELEMENTALSPIRIT2:
  13970. if(!sd->ed) {
  13971. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13972. return false;
  13973. }
  13974. break;
  13975. case ST_PECO:
  13976. if(!pc_isriding(sd)) {
  13977. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13978. return false;
  13979. }
  13980. break;
  13981. }
  13982. /* check the status required */
  13983. if (require.status_count) {
  13984. switch (skill_id) {
  13985. // Being checked later in skill_check_condition_castend()
  13986. case WZ_SIGHTRASHER:
  13987. break;
  13988. default:
  13989. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13990. return false;
  13991. break;
  13992. }
  13993. }
  13994. //check if equipped item
  13995. if (require.eqItem_count) {
  13996. for (i = 0; i < require.eqItem_count; i++) {
  13997. uint16 reqeqit = require.eqItem[i];
  13998. if (!reqeqit)
  13999. break; //no required item; get out of here
  14000. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14001. if (i == require.eqItem_count) {
  14002. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14003. return false;
  14004. }
  14005. } else
  14006. break; // Wearing an applicable item.
  14007. }
  14008. }
  14009. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14010. //mhp is the max-hp-requirement, that is,
  14011. //you must have this % or less of HP to cast it.
  14012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14013. return false;
  14014. }
  14015. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14016. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14017. return false;
  14018. }
  14019. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14020. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14021. return false;
  14022. }
  14023. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14024. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14025. return false;
  14026. }
  14027. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  14028. (require.spiritball == -1 && sd->spiritball < 1) ) {
  14029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  14030. return false;
  14031. }
  14032. return true;
  14033. }
  14034. /**
  14035. * Check skill condition when cast end.
  14036. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14037. * @param sd Player who uses skill
  14038. * @param skill_id ID of used skill
  14039. * @param skill_lv Level of used skill
  14040. * @return true: All condition passed, false: Failed
  14041. */
  14042. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14043. {
  14044. struct skill_condition require;
  14045. struct status_data *status;
  14046. int i;
  14047. short index[MAX_SKILL_ITEM_REQUIRE];
  14048. nullpo_retr(false,sd);
  14049. if( sd->chatID )
  14050. return false;
  14051. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14052. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14053. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14054. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14055. return true;
  14056. }
  14057. switch( sd->menuskill_id ) { // Cast start or cast end??
  14058. case AM_PHARMACY:
  14059. switch( skill_id ) {
  14060. case AM_PHARMACY:
  14061. case AC_MAKINGARROW:
  14062. case BS_REPAIRWEAPON:
  14063. case AM_TWILIGHT1:
  14064. case AM_TWILIGHT2:
  14065. case AM_TWILIGHT3:
  14066. return false;
  14067. }
  14068. break;
  14069. case GN_MIX_COOKING:
  14070. case GN_MAKEBOMB:
  14071. case GN_S_PHARMACY:
  14072. case GN_CHANGEMATERIAL:
  14073. if( sd->menuskill_id != skill_id )
  14074. return false;
  14075. break;
  14076. }
  14077. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  14078. return true;
  14079. if( pc_is90overweight(sd) ) {
  14080. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14081. return false;
  14082. }
  14083. // perform skill-specific checks (and actions)
  14084. switch( skill_id ) {
  14085. case PR_BENEDICTIO:
  14086. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14087. break;
  14088. case AM_CANNIBALIZE:
  14089. case AM_SPHEREMINE: {
  14090. int c=0;
  14091. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  14092. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14093. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14094. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14095. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14096. if(c >= maxcount ||
  14097. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14098. { //Fails when: exceed max limit. There are other plant types already out.
  14099. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14100. return false;
  14101. }
  14102. }
  14103. break;
  14104. }
  14105. case NC_SILVERSNIPER:
  14106. case NC_MAGICDECOY: {
  14107. int c = 0;
  14108. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14109. int mob_class = MOBID_SILVERSNIPER;
  14110. if( skill_id == NC_MAGICDECOY )
  14111. mob_class = MOBID_MAGICDECOY_FIRE;
  14112. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14113. if( skill_id == NC_MAGICDECOY ) {
  14114. int j;
  14115. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14116. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14117. } else
  14118. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14119. if( c >= maxcount ) {
  14120. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14121. return false;
  14122. }
  14123. }
  14124. }
  14125. break;
  14126. case KO_ZANZOU: {
  14127. int c = 0;
  14128. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14129. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14130. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14131. return false;
  14132. }
  14133. }
  14134. break;
  14135. }
  14136. status = &sd->battle_status;
  14137. require = skill_get_requirement(sd,skill_id,skill_lv);
  14138. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  14139. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14140. return false;
  14141. }
  14142. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14144. return false;
  14145. }
  14146. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  14147. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  14148. clif_arrow_fail(sd,0);
  14149. return false;
  14150. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  14151. char e_msg[100];
  14152. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  14153. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  14154. return false;
  14155. }
  14156. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14157. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14158. return false;
  14159. }
  14160. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14161. skill_get_desc(skill_id),
  14162. require.ammo_qty,
  14163. itemdb_jname(sd->status.inventory[i].nameid));
  14164. clif_colormes(sd->fd,color_table[COLOR_RED],e_msg);
  14165. return false;
  14166. }
  14167. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14168. //which is the closest we have to wrong ammo type. [Skotlex]
  14169. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14170. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14171. return false;
  14172. }
  14173. }
  14174. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14175. if( !require.itemid[i] )
  14176. continue;
  14177. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14178. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  14179. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14180. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14181. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14182. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14183. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14184. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14185. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14186. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14187. else if( require.itemid[i] == ITEMID_ANCILLA )
  14188. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14189. else {
  14190. char output[CHAT_SIZE_MAX];
  14191. //Official is using msgstringtable.txt for each requirement failure
  14192. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14193. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  14194. clif_colormes(sd->fd,color_table[COLOR_RED],output);
  14195. }
  14196. return false;
  14197. }
  14198. }
  14199. /* check the status required */
  14200. if (require.status_count) {
  14201. switch (skill_id) {
  14202. case WZ_SIGHTRASHER:
  14203. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14204. return false;
  14205. break;
  14206. default:
  14207. break;
  14208. }
  14209. }
  14210. return true;
  14211. }
  14212. /** Consume skill requirement
  14213. * @param sd Player who uses the skill
  14214. * @param skill_id ID of used skill
  14215. * @param skill_lv Level of used skill
  14216. * @param type Consume type
  14217. * type&1: consume the others (before skill was used);
  14218. * type&2: consume items (after skill was used)
  14219. */
  14220. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14221. {
  14222. struct skill_condition require;
  14223. nullpo_retv(sd);
  14224. require = skill_get_requirement(sd,skill_id,skill_lv);
  14225. if( type&1 ) {
  14226. switch( skill_id ) {
  14227. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14228. case MC_IDENTIFY:
  14229. require.sp = 0;
  14230. break;
  14231. case MO_KITRANSLATION:
  14232. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14233. require.spiritball = 0;
  14234. //Fall through
  14235. default:
  14236. if(sd->state.autocast)
  14237. require.sp = 0;
  14238. break;
  14239. }
  14240. if(require.hp || require.sp)
  14241. status_zap(&sd->bl, require.hp, require.sp);
  14242. if(require.spiritball > 0)
  14243. pc_delspiritball(sd,require.spiritball,0);
  14244. else if(require.spiritball == -1) {
  14245. sd->spiritball_old = sd->spiritball;
  14246. pc_delspiritball(sd,sd->spiritball,0);
  14247. }
  14248. if(require.zeny > 0)
  14249. {
  14250. if( skill_id == NJ_ZENYNAGE )
  14251. require.zeny = 0; //Zeny is reduced on skill_attack.
  14252. if( sd->status.zeny < require.zeny )
  14253. require.zeny = sd->status.zeny;
  14254. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14255. }
  14256. }
  14257. if( type&2 ) {
  14258. struct status_change *sc = &sd->sc;
  14259. int n,i;
  14260. if( !sc->count )
  14261. sc = NULL;
  14262. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14263. {
  14264. if( !require.itemid[i] )
  14265. continue;
  14266. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  14267. continue; //Gemstones are checked, but not substracted from inventory.
  14268. switch( skill_id ){
  14269. case SA_SEISMICWEAPON:
  14270. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14271. continue;
  14272. break;
  14273. case SA_FLAMELAUNCHER:
  14274. case SA_VOLCANO:
  14275. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14276. continue;
  14277. break;
  14278. case SA_FROSTWEAPON:
  14279. case SA_DELUGE:
  14280. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14281. continue;
  14282. break;
  14283. case SA_LIGHTNINGLOADER:
  14284. case SA_VIOLENTGALE:
  14285. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14286. continue;
  14287. break;
  14288. }
  14289. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14290. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14291. }
  14292. }
  14293. }
  14294. /**
  14295. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14296. * @param sd Player's that will be checked
  14297. * @param skill_id Skill that's being used
  14298. * @param skill_lv Skill level of used skill
  14299. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14300. */
  14301. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14302. {
  14303. struct skill_condition req;
  14304. struct status_data *status;
  14305. struct status_change *sc;
  14306. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14307. uint16 idx;
  14308. bool level_dependent = false;
  14309. memset(&req,0,sizeof(req));
  14310. if( !sd )
  14311. return req;
  14312. if( sd->skillitem == skill_id )
  14313. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14314. sc = &sd->sc;
  14315. if( !sc->count )
  14316. sc = NULL;
  14317. //Checks if disabling skill - in which case no SP requirements are necessary
  14318. if( sc && skill_disable_check(sc,skill_id) )
  14319. return req;
  14320. idx = skill_get_index(skill_id);
  14321. if( idx == 0 ) // invalid skill id
  14322. return req;
  14323. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14324. status = &sd->battle_status;
  14325. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14326. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14327. if(hp_rate > 0)
  14328. req.hp += (status->hp * hp_rate)/100;
  14329. else
  14330. req.hp += (status->max_hp * (-hp_rate))/100;
  14331. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14332. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14333. req.sp /= 2;
  14334. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14335. if(sp_rate > 0)
  14336. req.sp += (status->sp * sp_rate)/100;
  14337. else
  14338. req.sp += (status->max_sp * (-sp_rate))/100;
  14339. if( sd->dsprate != 100 )
  14340. req.sp = req.sp * sd->dsprate / 100;
  14341. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14342. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14343. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14344. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14345. if( i < ARRAYLENGTH(sd->skillusesp) )
  14346. req.sp -= sd->skillusesp[i].val;
  14347. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14348. if( sc ) {
  14349. if( sc->data[SC__LAZINESS] )
  14350. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14351. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14352. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14353. if( sc->data[SC_RECOGNIZEDSPELL] )
  14354. req.sp += req.sp / 4;
  14355. if( sc->data[SC_OFFERTORIUM])
  14356. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14357. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14358. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14359. }
  14360. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14361. if( sc && sc->data[SC__UNLUCKY] ) {
  14362. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14363. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14364. else
  14365. req.zeny += 1000;
  14366. }
  14367. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14368. req.state = skill_db[idx]->require.state;
  14369. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14370. req.weapon = skill_db[idx]->require.weapon;
  14371. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14372. if (req.ammo_qty)
  14373. req.ammo = skill_db[idx]->require.ammo;
  14374. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14375. { //Assume this skill is using the weapon, therefore it requires arrows.
  14376. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14377. req.ammo_qty = 1;
  14378. }
  14379. req.status_count = skill_db[idx]->require.status_count;
  14380. req.status = skill_db[idx]->require.status;
  14381. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14382. req.eqItem = skill_db[idx]->require.eqItem;
  14383. switch( skill_id ) {
  14384. /* Skill level-dependent checks */
  14385. case NC_SHAPESHIFT:
  14386. case NC_REPAIR:
  14387. //NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14388. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14389. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14390. case GN_FIRE_EXPANSION:
  14391. case SO_SUMMON_AGNI:
  14392. case SO_SUMMON_AQUA:
  14393. case SO_SUMMON_VENTUS:
  14394. case SO_SUMMON_TERA:
  14395. case SO_WATER_INSIGNIA:
  14396. case SO_FIRE_INSIGNIA:
  14397. case SO_WIND_INSIGNIA:
  14398. case SO_EARTH_INSIGNIA:
  14399. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14400. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14401. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14402. level_dependent = true;
  14403. /* Normal skill requirements and gemstone checks */
  14404. default:
  14405. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14406. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14407. if (!level_dependent) {
  14408. switch( skill_id ) {
  14409. case AM_POTIONPITCHER:
  14410. case CR_SLIMPITCHER:
  14411. case CR_CULTIVATION:
  14412. if (i != skill_lv%11 - 1)
  14413. continue;
  14414. break;
  14415. case AM_CALLHOMUN:
  14416. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14417. continue;
  14418. break;
  14419. case AB_ADORAMUS:
  14420. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14421. continue;
  14422. break;
  14423. case WL_COMET:
  14424. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14425. continue;
  14426. break;
  14427. }
  14428. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14429. req.amount[i] = skill_db[idx]->require.amount[i];
  14430. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14431. int16 itIndex;
  14432. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i])) {
  14433. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14434. req.itemid[i] = ITEMID_TRAP;
  14435. else
  14436. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14437. req.amount[i] = 1;
  14438. }
  14439. break;
  14440. }
  14441. }
  14442. // Check requirement for gemstone.
  14443. if (itemid_isgemstone(req.itemid[i])) {
  14444. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14445. req.itemid[i] = req.amount[i] = 0;
  14446. else {
  14447. if( sd->special_state.no_gemstone )
  14448. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14449. if( skill_id != SA_ABRACADABRA )
  14450. req.itemid[i] = req.amount[i] = 0;
  14451. else if( --req.amount[i] < 1 )
  14452. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14453. }
  14454. if(sc && sc->data[SC_INTOABYSS])
  14455. {
  14456. if( skill_id != SA_ABRACADABRA )
  14457. req.itemid[i] = req.amount[i] = 0;
  14458. else if( --req.amount[i] < 1 )
  14459. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14460. }
  14461. }
  14462. }
  14463. }
  14464. break;
  14465. }
  14466. // Check for cost reductions due to skills & SCs
  14467. switch(skill_id) {
  14468. case MC_MAMMONITE:
  14469. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14470. req.zeny -= req.zeny*10/100;
  14471. break;
  14472. case AL_HOLYLIGHT:
  14473. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14474. req.sp *= 5;
  14475. break;
  14476. case SL_SMA:
  14477. case SL_STUN:
  14478. case SL_STIN:
  14479. {
  14480. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14481. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14482. break;
  14483. if(sd->status.base_level>=90)
  14484. req.sp -= req.sp*7*kaina_lv/100;
  14485. else if(sd->status.base_level>=80)
  14486. req.sp -= req.sp*5*kaina_lv/100;
  14487. else if(sd->status.base_level>=70)
  14488. req.sp -= req.sp*3*kaina_lv/100;
  14489. }
  14490. break;
  14491. case MO_CHAINCOMBO:
  14492. case MO_COMBOFINISH:
  14493. case CH_TIGERFIST:
  14494. case CH_CHAINCRUSH:
  14495. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14496. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14497. break;
  14498. case MO_BODYRELOCATION:
  14499. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14500. req.spiritball = 0;
  14501. break;
  14502. case MO_EXTREMITYFIST:
  14503. if( sc ) {
  14504. if( sc->data[SC_BLADESTOP] )
  14505. req.spiritball--;
  14506. else if( sc->data[SC_COMBO] ) {
  14507. switch( sc->data[SC_COMBO]->val1 ) {
  14508. case MO_COMBOFINISH:
  14509. req.spiritball = 4;
  14510. break;
  14511. case CH_TIGERFIST:
  14512. req.spiritball = 3;
  14513. break;
  14514. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14515. req.spiritball = sd->spiritball?sd->spiritball:1;
  14516. break;
  14517. }
  14518. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14519. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14520. }
  14521. break;
  14522. case SR_RAMPAGEBLASTER:
  14523. req.spiritball = sd->spiritball?sd->spiritball:15;
  14524. break;
  14525. case LG_RAGEBURST:
  14526. req.spiritball = sd->spiritball?sd->spiritball:1;
  14527. break;
  14528. case SR_GATEOFHELL:
  14529. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14530. req.sp -= req.sp * 10 / 100;
  14531. break;
  14532. case SO_SUMMON_AGNI:
  14533. case SO_SUMMON_AQUA:
  14534. case SO_SUMMON_VENTUS:
  14535. case SO_SUMMON_TERA: {
  14536. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14537. if( spirit_sympathy )
  14538. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14539. }
  14540. break;
  14541. case SO_PSYCHIC_WAVE:
  14542. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14543. req.sp += req.sp / 2; // 1.5x SP cost
  14544. break;
  14545. }
  14546. //Check if player is using the copied skill [Cydh]
  14547. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14548. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14549. if (req_opt&0x0001) req.hp = 0;
  14550. if (req_opt&0x0002) req.mhp = 0;
  14551. if (req_opt&0x0004) req.sp = 0;
  14552. if (req_opt&0x0008) req.hp_rate = 0;
  14553. if (req_opt&0x0010) req.sp_rate = 0;
  14554. if (req_opt&0x0020) req.zeny = 0;
  14555. if (req_opt&0x0040) req.weapon = 0;
  14556. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14557. if (req_opt&0x0100) req.state = ST_NONE;
  14558. if (req_opt&0x0200) req.status_count = 0;
  14559. if (req_opt&0x0400) req.spiritball = 0;
  14560. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14561. if (req_opt&0x1000) req.eqItem_count = 0;
  14562. }
  14563. return req;
  14564. }
  14565. /*==========================================
  14566. * Does cast-time reductions based on dex, item bonuses and config setting
  14567. *------------------------------------------*/
  14568. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14569. double time = skill_get_cast(skill_id, skill_lv);
  14570. nullpo_ret(bl);
  14571. #ifndef RENEWAL_CAST
  14572. {
  14573. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  14574. struct status_change *sc = status_get_sc(bl);
  14575. int reduce_cast_rate = 0;
  14576. uint8 flag = skill_get_castnodex(skill_id);
  14577. // Calculate base cast time (reduced by dex)
  14578. if (!(flag&1)) {
  14579. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14580. if (scale > 0) // not instant cast
  14581. time = time * (float)scale / battle_config.castrate_dex_scale;
  14582. else
  14583. return 0; // instant cast
  14584. }
  14585. // Calculate cast time reduced by item/card bonuses
  14586. if (sd) {
  14587. int i;
  14588. if (!(flag&4) && sd->castrate != 100)
  14589. reduce_cast_rate += 100 - sd->castrate;
  14590. // Skill-specific reductions work regardless of flag
  14591. for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14592. if (sd->skillcastrate[i].id == skill_id) {
  14593. reduce_cast_rate -= sd->skillcastrate[i].val;
  14594. break;
  14595. }
  14596. }
  14597. }
  14598. // These cast time reductions are processed even if the skill fails
  14599. if (sc && sc->count) {
  14600. // Magic Strings stacks additively with item bonuses
  14601. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  14602. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14603. // Foresight halves the cast time, it does not stack additively
  14604. if (sc->data[SC_MEMORIZE]) {
  14605. if(!(flag&2))
  14606. time -= time * 50 / 100;
  14607. // Foresight counter gets reduced even if the skill is not affected by it
  14608. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14609. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14610. }
  14611. }
  14612. time = time * (1 - (float)reduce_cast_rate / 100);
  14613. }
  14614. #endif
  14615. // config cast time multiplier
  14616. if (battle_config.cast_rate != 100)
  14617. time = time * battle_config.cast_rate / 100;
  14618. // return final cast time
  14619. time = max(time, 0);
  14620. //ShowInfo("Castime castfix = %f\n",time);
  14621. return (int)time;
  14622. }
  14623. #ifndef RENEWAL_CAST
  14624. /**
  14625. * Get the skill cast time for Pre-Re cast
  14626. * @param bl: The caster
  14627. * @param time: Cast time before Status Change addition or reduction
  14628. * @return time: Modified castime after status change addition or reduction
  14629. */
  14630. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  14631. {
  14632. struct status_change *sc = status_get_sc(bl);
  14633. if (time < 0)
  14634. return 0;
  14635. if (bl->type == BL_MOB)
  14636. return (int)time;
  14637. if (sc && sc->count) {
  14638. if (!(flag&2)) {
  14639. if (sc->data[SC_SLOWCAST])
  14640. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14641. if (sc->data[SC_PARALYSIS])
  14642. time += sc->data[SC_PARALYSIS]->val3;
  14643. if (sc->data[SC_IZAYOI])
  14644. time -= time * 50 / 100;
  14645. }
  14646. if (sc->data[SC_SUFFRAGIUM]) {
  14647. if(!(flag&2))
  14648. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14649. //Suffragium ends even if the skill is not affected by it
  14650. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14651. }
  14652. }
  14653. time = max(time, 0);
  14654. //ShowInfo("Castime castfix_sc = %f\n",time);
  14655. return (int)time;
  14656. }
  14657. #else
  14658. /**
  14659. * Get the skill cast time for RENEWAL_CAST.
  14660. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14661. * Additive value:
  14662. * Variable CastTime : time += value
  14663. * Fixed CastTime : fixed += value
  14664. * Multipicative value
  14665. * Variable CastTime : VARCAST_REDUCTION(value)
  14666. * Fixed CastTime : FIXEDCASTRATE2(value)
  14667. * @param bl: The caster
  14668. * @param time: Cast time without reduction
  14669. * @param skill_id: Skill ID of the casted skill
  14670. * @param skill_lv: Skill level of the casted skill
  14671. * @return time: Modified castime after status and bonus addition or reduction
  14672. */
  14673. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14674. {
  14675. struct status_change *sc = status_get_sc(bl);
  14676. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14677. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  14678. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  14679. nullpo_ret(bl);
  14680. if (time < 0)
  14681. return 0;
  14682. if (bl->type == BL_MOB)
  14683. return (int)time;
  14684. if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
  14685. fixed = 0;
  14686. else if (fixed == 0) {
  14687. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14688. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14689. }
  14690. // Additive Variable Cast bonus adjustments by items
  14691. if (sd && !(flag&4)) {
  14692. if (sd->bonus.varcastrate != 0)
  14693. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  14694. if (sd->bonus.fixcastrate != 0)
  14695. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  14696. if (sd->bonus.add_varcast != 0)
  14697. time += sd->bonus.add_varcast; // bonus bVariableCast
  14698. if (sd->bonus.add_fixcast != 0)
  14699. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14700. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  14701. if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
  14702. fixed += sd->skillfixcast[i].val;
  14703. break;
  14704. }
  14705. }
  14706. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
  14707. if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
  14708. time += sd->skillvarcast[i].val;
  14709. break;
  14710. }
  14711. }
  14712. for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14713. if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
  14714. reduce_cast_rate += sd->skillcastrate[i].val;
  14715. break;
  14716. }
  14717. }
  14718. for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
  14719. if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
  14720. fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
  14721. break;
  14722. }
  14723. }
  14724. }
  14725. // Adjusted by active statuses
  14726. if (sc && sc->count && !(flag&2)) {
  14727. // Multiplicative Variable CastTime values
  14728. if (sc->data[SC_SLOWCAST])
  14729. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  14730. if (sc->data[SC__LAZINESS])
  14731. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  14732. if (sc->data[SC_SUFFRAGIUM]) {
  14733. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  14734. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14735. }
  14736. if (sc->data[SC_MEMORIZE]) {
  14737. reduce_cast_rate += 50;
  14738. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14739. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14740. }
  14741. if (sc->data[SC_POEMBRAGI])
  14742. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14743. if (sc->data[SC_IZAYOI])
  14744. VARCAST_REDUCTION(50);
  14745. 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)
  14746. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  14747. if (sc->data[SC_TELEKINESIS_INTENSE])
  14748. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  14749. // Multiplicative Fixed CastTime values
  14750. if (sc->data[SC_SECRAMENT])
  14751. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  14752. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  14753. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  14754. if (sc->data[SC_DANCEWITHWUG])
  14755. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  14756. if (sc->data[SC_HEAT_BARREL])
  14757. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  14758. // Additive Fixed CastTime values
  14759. if (sc->data[SC_MANDRAGORA])
  14760. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  14761. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  14762. fixed -= 1000;
  14763. if (sc->data[SC_IZAYOI])
  14764. fixed = 0;
  14765. }
  14766. if (varcast_r < 0)
  14767. time = time * (1 - (float)min(varcast_r, 100) / 100);
  14768. // Apply Variable CastTime calculation by INT & DEX
  14769. if (!(flag&1))
  14770. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  14771. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  14772. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  14773. return (int)time;
  14774. }
  14775. #endif
  14776. /*==========================================
  14777. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14778. *------------------------------------------*/
  14779. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14780. {
  14781. int delaynodex = skill_get_delaynodex(skill_id);
  14782. int time = skill_get_delay(skill_id, skill_lv);
  14783. struct map_session_data *sd;
  14784. struct status_change *sc = status_get_sc(bl);
  14785. nullpo_ret(bl);
  14786. sd = BL_CAST(BL_PC, bl);
  14787. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14788. return 0; //Will use picked skill's delay.
  14789. if (bl->type&battle_config.no_skill_delay)
  14790. return battle_config.min_skill_delay_limit;
  14791. if (time < 0)
  14792. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14793. // Delay reductions
  14794. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14795. case MO_TRIPLEATTACK:
  14796. case MO_CHAINCOMBO:
  14797. case MO_COMBOFINISH:
  14798. case CH_TIGERFIST:
  14799. case CH_CHAINCRUSH:
  14800. case SR_DRAGONCOMBO:
  14801. case SR_FALLENEMPIRE:
  14802. case SR_FLASHCOMBO_ATK_STEP1:
  14803. case SR_FLASHCOMBO_ATK_STEP2:
  14804. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  14805. if (time == 0)
  14806. time = 1000;
  14807. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  14808. break;
  14809. case HP_BASILICA:
  14810. if (sc && !sc->data[SC_BASILICA])
  14811. time = 0; // There is no Delay on Basilica creation, only on cancel
  14812. break;
  14813. default:
  14814. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  14815. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14816. if (scale > 0)
  14817. time = time * scale / battle_config.castrate_dex_scale;
  14818. else //To be capped later to minimum.
  14819. time = 0;
  14820. }
  14821. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  14822. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14823. if (scale > 0)
  14824. time = time * scale / battle_config.castrate_dex_scale;
  14825. else //To be capped later to minimum.
  14826. time = 0;
  14827. }
  14828. }
  14829. if (sc && sc->data[SC_SPIRIT]) {
  14830. switch (skill_id) {
  14831. case CR_SHIELDBOOMERANG:
  14832. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14833. time /= 2;
  14834. break;
  14835. case AS_SONICBLOW:
  14836. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14837. time /= 2;
  14838. break;
  14839. }
  14840. }
  14841. if (!(delaynodex&2)) {
  14842. if (sc && sc->count) {
  14843. if (sc->data[SC_POEMBRAGI])
  14844. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14845. 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)
  14846. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14847. }
  14848. }
  14849. if (!(delaynodex&4) && sd && sd->delayrate != 100)
  14850. time = time * sd->delayrate / 100;
  14851. if (battle_config.delay_rate != 100)
  14852. time = time * battle_config.delay_rate / 100;
  14853. //min delay
  14854. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  14855. time = max(time, battle_config.min_skill_delay_limit);
  14856. //ShowInfo("Delay delayfix = %d\n",time);
  14857. return time;
  14858. }
  14859. /*=========================================
  14860. *
  14861. *-----------------------------------------*/
  14862. struct square {
  14863. int val1[5];
  14864. int val2[5];
  14865. };
  14866. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  14867. {
  14868. nullpo_retv(tc);
  14869. if(dir == 0){
  14870. tc->val1[0]=x-2;
  14871. tc->val1[1]=x-1;
  14872. tc->val1[2]=x;
  14873. tc->val1[3]=x+1;
  14874. tc->val1[4]=x+2;
  14875. tc->val2[0]=
  14876. tc->val2[1]=
  14877. tc->val2[2]=
  14878. tc->val2[3]=
  14879. tc->val2[4]=y-1;
  14880. }
  14881. else if(dir==2){
  14882. tc->val1[0]=
  14883. tc->val1[1]=
  14884. tc->val1[2]=
  14885. tc->val1[3]=
  14886. tc->val1[4]=x+1;
  14887. tc->val2[0]=y+2;
  14888. tc->val2[1]=y+1;
  14889. tc->val2[2]=y;
  14890. tc->val2[3]=y-1;
  14891. tc->val2[4]=y-2;
  14892. }
  14893. else if(dir==4){
  14894. tc->val1[0]=x-2;
  14895. tc->val1[1]=x-1;
  14896. tc->val1[2]=x;
  14897. tc->val1[3]=x+1;
  14898. tc->val1[4]=x+2;
  14899. tc->val2[0]=
  14900. tc->val2[1]=
  14901. tc->val2[2]=
  14902. tc->val2[3]=
  14903. tc->val2[4]=y+1;
  14904. }
  14905. else if(dir==6){
  14906. tc->val1[0]=
  14907. tc->val1[1]=
  14908. tc->val1[2]=
  14909. tc->val1[3]=
  14910. tc->val1[4]=x-1;
  14911. tc->val2[0]=y+2;
  14912. tc->val2[1]=y+1;
  14913. tc->val2[2]=y;
  14914. tc->val2[3]=y-1;
  14915. tc->val2[4]=y-2;
  14916. }
  14917. else if(dir==1){
  14918. tc->val1[0]=x-1;
  14919. tc->val1[1]=x;
  14920. tc->val1[2]=x+1;
  14921. tc->val1[3]=x+2;
  14922. tc->val1[4]=x+3;
  14923. tc->val2[0]=y-4;
  14924. tc->val2[1]=y-3;
  14925. tc->val2[2]=y-1;
  14926. tc->val2[3]=y;
  14927. tc->val2[4]=y+1;
  14928. }
  14929. else if(dir==3){
  14930. tc->val1[0]=x+3;
  14931. tc->val1[1]=x+2;
  14932. tc->val1[2]=x+1;
  14933. tc->val1[3]=x;
  14934. tc->val1[4]=x-1;
  14935. tc->val2[0]=y-1;
  14936. tc->val2[1]=y;
  14937. tc->val2[2]=y+1;
  14938. tc->val2[3]=y+2;
  14939. tc->val2[4]=y+3;
  14940. }
  14941. else if(dir==5){
  14942. tc->val1[0]=x+1;
  14943. tc->val1[1]=x;
  14944. tc->val1[2]=x-1;
  14945. tc->val1[3]=x-2;
  14946. tc->val1[4]=x-3;
  14947. tc->val2[0]=y+3;
  14948. tc->val2[1]=y+2;
  14949. tc->val2[2]=y+1;
  14950. tc->val2[3]=y;
  14951. tc->val2[4]=y-1;
  14952. }
  14953. else if(dir==7){
  14954. tc->val1[0]=x-3;
  14955. tc->val1[1]=x-2;
  14956. tc->val1[2]=x-1;
  14957. tc->val1[3]=x;
  14958. tc->val1[4]=x+1;
  14959. tc->val2[1]=y;
  14960. tc->val2[0]=y+1;
  14961. tc->val2[2]=y-1;
  14962. tc->val2[3]=y-2;
  14963. tc->val2[4]=y-3;
  14964. }
  14965. }
  14966. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14967. {
  14968. int c;
  14969. nullpo_retv(tc);
  14970. for( c = 0; c < 5; c++ ) {
  14971. switch( dir ) {
  14972. case 0: tc->val2[c]+=are; break;
  14973. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14974. case 2: tc->val1[c]-=are; break;
  14975. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14976. case 4: tc->val2[c]-=are; break;
  14977. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14978. case 6: tc->val1[c]+=are; break;
  14979. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14980. }
  14981. }
  14982. }
  14983. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14984. {
  14985. int c,n=4;
  14986. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14987. struct square tc;
  14988. int x=bl->x,y=bl->y;
  14989. skill_brandishspear_first(&tc,dir,x,y);
  14990. skill_brandishspear_dir(&tc,dir,4);
  14991. skill_area_temp[1] = bl->id;
  14992. if(skill_lv > 9){
  14993. for(c=1;c<4;c++){
  14994. map_foreachincell(skill_area_sub,
  14995. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14996. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14997. skill_castend_damage_id);
  14998. }
  14999. }
  15000. if(skill_lv > 6){
  15001. skill_brandishspear_dir(&tc,dir,-1);
  15002. n--;
  15003. }else{
  15004. skill_brandishspear_dir(&tc,dir,-2);
  15005. n-=2;
  15006. }
  15007. if(skill_lv > 3){
  15008. for(c=0;c<5;c++){
  15009. map_foreachincell(skill_area_sub,
  15010. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  15011. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  15012. skill_castend_damage_id);
  15013. if(skill_lv > 6 && n==3 && c==4){
  15014. skill_brandishspear_dir(&tc,dir,-1);
  15015. n--;c=-1;
  15016. }
  15017. }
  15018. }
  15019. for(c=0;c<10;c++){
  15020. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  15021. map_foreachincell(skill_area_sub,
  15022. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  15023. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  15024. skill_castend_damage_id);
  15025. }
  15026. }
  15027. /*==========================================
  15028. * Weapon Repair [Celest/DracoRPG]
  15029. *------------------------------------------*/
  15030. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15031. int material;
  15032. int materials[4] = { 1002, 998, 999, 756 };
  15033. struct item *item;
  15034. struct map_session_data *target_sd;
  15035. nullpo_retv(sd);
  15036. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15037. return;
  15038. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15039. return;
  15040. if( idx < 0 || idx >= MAX_INVENTORY )
  15041. return; //Invalid index??
  15042. item = &target_sd->status.inventory[idx];
  15043. if( !item->nameid || !item->attribute )
  15044. return; //Again invalid item....
  15045. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  15046. clif_item_repaireffect(sd,idx,1);
  15047. return;
  15048. }
  15049. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15050. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15051. else
  15052. material = materials [2]; // Armors consume 1 Steel
  15053. if ( pc_search_inventory(sd,material) < 0 ) {
  15054. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15055. return;
  15056. }
  15057. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15058. item->attribute = 0;/* clear broken state */
  15059. clif_equiplist(target_sd);
  15060. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15061. clif_item_repaireffect(sd,idx,0);
  15062. if( sd != target_sd )
  15063. clif_item_repaireffect(target_sd,idx,0);
  15064. }
  15065. /*==========================================
  15066. * Item Appraisal
  15067. *------------------------------------------*/
  15068. void skill_identify(struct map_session_data *sd, int idx)
  15069. {
  15070. int flag=1;
  15071. nullpo_retv(sd);
  15072. if(idx >= 0 && idx < MAX_INVENTORY) {
  15073. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  15074. flag=0;
  15075. sd->status.inventory[idx].identify=1;
  15076. }
  15077. }
  15078. clif_item_identified(sd,idx,flag);
  15079. }
  15080. /*==========================================
  15081. * Weapon Refine [Celest]
  15082. *------------------------------------------*/
  15083. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15084. {
  15085. nullpo_retv(sd);
  15086. if (idx >= 0 && idx < MAX_INVENTORY)
  15087. {
  15088. struct item *item;
  15089. struct item_data *ditem = sd->inventory_data[idx];
  15090. item = &sd->status.inventory[idx];
  15091. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15092. int i = 0, per;
  15093. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  15094. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15095. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15096. return;
  15097. }
  15098. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15099. clif_upgrademessage(sd->fd, 2, item->nameid);
  15100. return;
  15101. }
  15102. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  15103. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  15104. return;
  15105. }
  15106. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  15107. if( sd->class_&JOBL_THIRD )
  15108. per += 10;
  15109. else
  15110. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15111. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15112. if (per > rnd() % 100) {
  15113. int ep=0;
  15114. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15115. item->refine++;
  15116. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15117. if(item->equip) {
  15118. ep = item->equip;
  15119. pc_unequipitem(sd,idx,3);
  15120. }
  15121. clif_delitem(sd,idx,1,3);
  15122. clif_upgrademessage(sd->fd, 0, item->nameid);
  15123. clif_inventorylist(sd);
  15124. clif_refine(sd->fd,0,idx,item->refine);
  15125. if (ep)
  15126. pc_equipitem(sd,idx,ep);
  15127. clif_misceffect(&sd->bl,3);
  15128. if(item->refine == 10 &&
  15129. item->card[0] == CARD0_FORGE &&
  15130. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  15131. { // Fame point system [DracoRPG]
  15132. switch(ditem->wlv){
  15133. case 1:
  15134. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  15135. break;
  15136. case 2:
  15137. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  15138. break;
  15139. case 3:
  15140. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  15141. break;
  15142. }
  15143. }
  15144. } else {
  15145. item->refine = 0;
  15146. if(item->equip)
  15147. pc_unequipitem(sd,idx,3);
  15148. clif_upgrademessage(sd->fd, 1, item->nameid);
  15149. clif_refine(sd->fd,1,idx,item->refine);
  15150. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  15151. clif_misceffect(&sd->bl,2);
  15152. clif_emotion(&sd->bl, E_OMG);
  15153. }
  15154. }
  15155. }
  15156. }
  15157. /*==========================================
  15158. *
  15159. *------------------------------------------*/
  15160. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  15161. {
  15162. uint16 skill_lv;
  15163. int maxlv=1,lv;
  15164. nullpo_ret(sd);
  15165. skill_lv = sd->menuskill_val;
  15166. lv=pc_checkskill(sd,skill_id);
  15167. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15168. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15169. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15170. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15171. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15172. else if(skill_lv==2) maxlv=1;
  15173. else if(skill_lv==3) maxlv=2;
  15174. else if(skill_lv>=4) maxlv=3;
  15175. }
  15176. else if(skill_id==MG_SOULSTRIKE){
  15177. if(skill_lv==5) maxlv=1;
  15178. else if(skill_lv==6) maxlv=2;
  15179. else if(skill_lv>=7) maxlv=3;
  15180. }
  15181. else if(skill_id==MG_FIREBALL){
  15182. if(skill_lv==8) maxlv=1;
  15183. else if(skill_lv>=9) maxlv=2;
  15184. }
  15185. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15186. else return 0;
  15187. if(maxlv > lv)
  15188. maxlv = lv;
  15189. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15190. skill_get_time(SA_AUTOSPELL,skill_lv));
  15191. return 0;
  15192. }
  15193. /*==========================================
  15194. * Sitting skills functions.
  15195. *------------------------------------------*/
  15196. static int skill_sit_count(struct block_list *bl, va_list ap)
  15197. {
  15198. struct map_session_data *sd;
  15199. int type =va_arg(ap,int);
  15200. sd=(struct map_session_data*)bl;
  15201. if(!pc_issit(sd))
  15202. return 0;
  15203. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15204. return 1;
  15205. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  15206. return 1;
  15207. return 0;
  15208. }
  15209. static int skill_sit_in (struct block_list *bl, va_list ap)
  15210. {
  15211. struct map_session_data *sd;
  15212. int type = va_arg(ap,int);
  15213. sd = (struct map_session_data*)bl;
  15214. if(!pc_issit(sd))
  15215. return 0;
  15216. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15217. sd->state.gangsterparadise = 1;
  15218. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  15219. sd->state.rest = 1;
  15220. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15221. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15222. }
  15223. return 0;
  15224. }
  15225. static int skill_sit_out (struct block_list *bl, va_list ap)
  15226. {
  15227. struct map_session_data *sd;
  15228. int type = va_arg(ap,int);
  15229. sd = (struct map_session_data*)bl;
  15230. if(sd->state.gangsterparadise && type&1)
  15231. sd->state.gangsterparadise = 0;
  15232. if(sd->state.rest && type&2) {
  15233. sd->state.rest = 0;
  15234. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15235. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15236. }
  15237. return 0;
  15238. }
  15239. int skill_sit (struct map_session_data *sd, int type)
  15240. {
  15241. int flag = 0;
  15242. int range = 0, lv;
  15243. nullpo_ret(sd);
  15244. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15245. flag |= 1;
  15246. range = skill_get_splash(RG_GANGSTER, lv);
  15247. }
  15248. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15249. flag |= 2;
  15250. range = skill_get_splash(TK_HPTIME, lv);
  15251. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15252. flag |= 2;
  15253. range = skill_get_splash(TK_SPTIME, lv);
  15254. }
  15255. if (type)
  15256. clif_status_load(&sd->bl, SI_SIT, 1);
  15257. else
  15258. clif_status_load(&sd->bl, SI_SIT, 0);
  15259. if (!flag) return 0;
  15260. if(type) {
  15261. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  15262. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  15263. } else {
  15264. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  15265. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  15266. }
  15267. return 0;
  15268. }
  15269. /*==========================================
  15270. * Do Forstjoke/Scream effect
  15271. *------------------------------------------*/
  15272. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15273. {
  15274. struct block_list *src;
  15275. uint16 skill_id,skill_lv;
  15276. unsigned int tick;
  15277. nullpo_ret(bl);
  15278. nullpo_ret(src = va_arg(ap,struct block_list*));
  15279. skill_id = va_arg(ap,int);
  15280. skill_lv = va_arg(ap,int);
  15281. if(!skill_lv)
  15282. return 0;
  15283. tick = va_arg(ap,unsigned int);
  15284. if (src == bl || status_isdead(bl))
  15285. return 0;
  15286. if (bl->type == BL_PC) {
  15287. struct map_session_data *sd = (struct map_session_data *)bl;
  15288. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15289. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15290. }
  15291. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15292. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15293. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15294. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15295. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15296. return 0;
  15297. }
  15298. /**
  15299. * Set map cell flag as skill unit effect
  15300. * @param src Skill unit
  15301. * @param skill_id
  15302. * @param skill_lv
  15303. * @param cell Cell type cell_t
  15304. * @param flag 0/1
  15305. */
  15306. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15307. {
  15308. int range = skill_get_unit_range(skill_id,skill_lv);
  15309. int x, y;
  15310. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15311. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15312. map_setcell(src->bl.m, x, y, cell, flag);
  15313. }
  15314. /**
  15315. * Do skill attack area (such splash effect) around the 'first' target.
  15316. * First target will skip skill condition, always receive damage. But,
  15317. * around it, still need target/condition validation by
  15318. * battle_check_target and status_check_skilluse
  15319. * @param bl
  15320. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15321. */
  15322. int skill_attack_area(struct block_list *bl, va_list ap)
  15323. {
  15324. struct block_list *src,*dsrc;
  15325. int atk_type,skill_id,skill_lv,flag,type;
  15326. unsigned int tick;
  15327. if(status_isdead(bl))
  15328. return 0;
  15329. atk_type = va_arg(ap,int);
  15330. src = va_arg(ap,struct block_list*);
  15331. dsrc = va_arg(ap,struct block_list*);
  15332. skill_id = va_arg(ap,int);
  15333. skill_lv = va_arg(ap,int);
  15334. tick = va_arg(ap,unsigned int);
  15335. flag = va_arg(ap,int);
  15336. type = va_arg(ap,int);
  15337. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  15338. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15339. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15340. !status_check_skilluse(NULL, bl, skill_id, 2))
  15341. return 0;
  15342. switch (skill_id) {
  15343. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15344. case NPC_ACIDBREATH:
  15345. case NPC_DARKNESSBREATH:
  15346. case NPC_FIREBREATH:
  15347. case NPC_ICEBREATH:
  15348. case NPC_THUNDERBREATH:
  15349. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15350. default:
  15351. //Area-splash, disable skill animation.
  15352. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15353. }
  15354. }
  15355. /**
  15356. * Clear skill unit group
  15357. * @param bl
  15358. * @param flag &1
  15359. */
  15360. int skill_clear_group(struct block_list *bl, int flag)
  15361. {
  15362. struct unit_data *ud = NULL;
  15363. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15364. int i, count = 0;
  15365. nullpo_ret(bl);
  15366. if (!(ud = unit_bl2ud(bl)))
  15367. return 0;
  15368. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15369. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15370. switch (ud->skillunit[i]->skill_id) {
  15371. case SA_DELUGE:
  15372. case SA_VOLCANO:
  15373. case SA_VIOLENTGALE:
  15374. case SA_LANDPROTECTOR:
  15375. case NJ_SUITON:
  15376. case NJ_KAENSIN:
  15377. case SC_CHAOSPANIC:
  15378. if (flag&1)
  15379. group[count++] = ud->skillunit[i];
  15380. break;
  15381. case SO_CLOUD_KILL:
  15382. if( flag&4 )
  15383. group[count++] = ud->skillunit[i];
  15384. break;
  15385. case SO_WARMER:
  15386. if( flag&8 )
  15387. group[count++] = ud->skillunit[i];
  15388. break;
  15389. default:
  15390. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15391. group[count++] = ud->skillunit[i];
  15392. break;
  15393. }
  15394. }
  15395. for (i = 0; i < count; i++)
  15396. skill_delunitgroup(group[i]);
  15397. return count;
  15398. }
  15399. /**
  15400. * Returns the first element field found [Skotlex]
  15401. * @param bl
  15402. * @return skill_unit_group
  15403. */
  15404. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15405. {
  15406. struct unit_data *ud = NULL;
  15407. int i;
  15408. nullpo_ret(bl);
  15409. if (!(ud = unit_bl2ud(bl)))
  15410. return NULL;
  15411. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15412. switch (ud->skillunit[i]->skill_id) {
  15413. case SA_DELUGE:
  15414. case SA_VOLCANO:
  15415. case SA_VIOLENTGALE:
  15416. case SA_LANDPROTECTOR:
  15417. case NJ_SUITON:
  15418. case SO_CLOUD_KILL:
  15419. case SO_WARMER:
  15420. case SC_CHAOSPANIC:
  15421. return ud->skillunit[i];
  15422. }
  15423. }
  15424. return NULL;
  15425. }
  15426. /// Graffiti cleaner [Valaris]
  15427. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15428. {
  15429. struct skill_unit *unit = NULL;
  15430. nullpo_ret(bl);
  15431. nullpo_ret(ap);
  15432. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15433. return 0;
  15434. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  15435. skill_delunit(unit);
  15436. return 0;
  15437. }
  15438. /// Greed effect
  15439. int skill_greed(struct block_list *bl, va_list ap)
  15440. {
  15441. struct block_list *src;
  15442. struct map_session_data *sd = NULL;
  15443. struct flooritem_data *fitem = NULL;
  15444. nullpo_ret(bl);
  15445. nullpo_ret(src = va_arg(ap, struct block_list *));
  15446. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15447. pc_takeitem(sd, fitem);
  15448. return 0;
  15449. }
  15450. /// Ranger's Detonator [Jobbie/3CeAM]
  15451. int skill_detonator(struct block_list *bl, va_list ap)
  15452. {
  15453. struct skill_unit *unit = NULL;
  15454. struct block_list *src;
  15455. int unit_id;
  15456. nullpo_ret(bl);
  15457. nullpo_ret(ap);
  15458. src = va_arg(ap,struct block_list *);
  15459. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15460. return 0;
  15461. if( unit->group->src_id != src->id )
  15462. return 0;
  15463. unit_id = unit->group->unit_id;
  15464. switch( unit_id )
  15465. { //List of Hunter and Ranger Traps that can be detonate.
  15466. case UNT_BLASTMINE:
  15467. case UNT_SANDMAN:
  15468. case UNT_CLAYMORETRAP:
  15469. case UNT_TALKIEBOX:
  15470. case UNT_CLUSTERBOMB:
  15471. case UNT_FIRINGTRAP:
  15472. case UNT_ICEBOUNDTRAP:
  15473. switch(unit_id) {
  15474. case UNT_TALKIEBOX:
  15475. clif_talkiebox(bl,unit->group->valstr);
  15476. unit->group->val2 = -1;
  15477. break;
  15478. case UNT_CLAYMORETRAP:
  15479. case UNT_FIRINGTRAP:
  15480. case UNT_ICEBOUNDTRAP:
  15481. 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);
  15482. break;
  15483. default:
  15484. 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);
  15485. break;
  15486. }
  15487. clif_changetraplook(bl, UNT_USED_TRAPS);
  15488. unit->group->unit_id = UNT_USED_TRAPS;
  15489. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15490. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15491. break;
  15492. }
  15493. return 0;
  15494. }
  15495. /**
  15496. * Rebellion's Bind Trap explosion
  15497. * @author [Cydh]
  15498. **/
  15499. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15500. struct skill_unit *su = NULL;
  15501. struct block_list *src = NULL;
  15502. nullpo_ret(bl);
  15503. nullpo_ret(ap);
  15504. src = va_arg(ap,struct block_list *);
  15505. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15506. return 0;
  15507. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15508. return 0;
  15509. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15510. clif_changetraplook(bl, UNT_USED_TRAPS);
  15511. su->group->unit_id = UNT_USED_TRAPS;
  15512. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15513. return 1;
  15514. }
  15515. /*==========================================
  15516. * Check new skill unit cell when overlapping in other skill unit cell.
  15517. * Catched skill in cell value pushed to *unit pointer.
  15518. * Set (*alive) to 0 will ends 'new unit' check
  15519. *------------------------------------------*/
  15520. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15521. {
  15522. uint16 skill_id;
  15523. int *alive;
  15524. struct skill_unit *unit;
  15525. skill_id = va_arg(ap,int);
  15526. alive = va_arg(ap,int *);
  15527. unit = (struct skill_unit *)bl;
  15528. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15529. return 0;
  15530. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15531. return 0;
  15532. switch (skill_id) {
  15533. case SA_LANDPROTECTOR:
  15534. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15535. (*alive) = 0;
  15536. skill_delunit(unit);
  15537. return 1;
  15538. }
  15539. //It deletes everything except traps and barriers
  15540. 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) {
  15541. skill_delunit(unit);
  15542. return 1;
  15543. }
  15544. break;
  15545. case HW_GANBANTEIN:
  15546. case LG_EARTHDRIVE:
  15547. // Officially songs/dances are removed
  15548. skill_delunit(unit);
  15549. return 1;
  15550. case SA_VOLCANO:
  15551. case SA_DELUGE:
  15552. case SA_VIOLENTGALE:
  15553. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15554. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15555. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15556. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id, 0) != UNT_DUMMYSKILL)
  15557. {
  15558. (*alive) = 0;
  15559. return 1;
  15560. }
  15561. /*
  15562. switch (unit->group->skill_id)
  15563. { //These cannot override each other.
  15564. case SA_VOLCANO:
  15565. case SA_DELUGE:
  15566. case SA_VIOLENTGALE:
  15567. (*alive) = 0;
  15568. return 1;
  15569. }
  15570. */
  15571. break;
  15572. case PF_FOGWALL:
  15573. switch(unit->group->skill_id) {
  15574. case SA_VOLCANO: //Can't be placed on top of these
  15575. case SA_VIOLENTGALE:
  15576. (*alive) = 0;
  15577. return 1;
  15578. case SA_DELUGE:
  15579. case NJ_SUITON:
  15580. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15581. (*alive) = 2;
  15582. break;
  15583. }
  15584. break;
  15585. case WZ_WATERBALL:
  15586. switch (unit->group->skill_id) {
  15587. case SA_DELUGE:
  15588. case NJ_SUITON:
  15589. //Consumes deluge/suiton
  15590. skill_delunit(unit);
  15591. return 1;
  15592. }
  15593. break;
  15594. case WZ_ICEWALL:
  15595. case HP_BASILICA:
  15596. case HW_GRAVITATION:
  15597. //These can't be placed on top of themselves (duration can't be refreshed)
  15598. if (unit->group->skill_id == skill_id)
  15599. {
  15600. (*alive) = 0;
  15601. return 1;
  15602. }
  15603. break;
  15604. case GN_CRAZYWEED_ATK:
  15605. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15606. break;
  15607. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15608. skill_delunit(unit);
  15609. return 1;
  15610. }
  15611. break;
  15612. case RL_FIRE_RAIN:
  15613. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15614. skill_delunit(unit);
  15615. return 1;
  15616. }
  15617. break;
  15618. }
  15619. 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
  15620. (*alive) = 0;
  15621. return 1;
  15622. }
  15623. return 0;
  15624. }
  15625. /*==========================================
  15626. * Splash effect for skill unit 'trap type'.
  15627. * Chance triggered when damaged, timeout, or char step on it.
  15628. *------------------------------------------*/
  15629. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15630. {
  15631. struct block_list *src = va_arg(ap,struct block_list *);
  15632. struct skill_unit *unit = NULL;
  15633. int tick = va_arg(ap,int);
  15634. struct skill_unit_group *sg;
  15635. struct block_list *ss; //Skill src bl
  15636. nullpo_ret(src);
  15637. unit = (struct skill_unit *)src;
  15638. if (!unit || !unit->alive || bl->prev == NULL)
  15639. return 0;
  15640. nullpo_ret(sg = unit->group);
  15641. nullpo_ret(ss = map_id2bl(sg->src_id));
  15642. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15643. return 0;
  15644. switch (sg->unit_id) {
  15645. case UNT_B_TRAP:
  15646. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15647. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15648. break;
  15649. case UNT_SHOCKWAVE:
  15650. case UNT_SANDMAN:
  15651. case UNT_FLASHER:
  15652. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15653. break;
  15654. case UNT_GROUNDDRIFT_WIND:
  15655. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15656. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15657. break;
  15658. case UNT_GROUNDDRIFT_DARK:
  15659. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15660. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15661. break;
  15662. case UNT_GROUNDDRIFT_POISON:
  15663. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15664. sc_start2(ss,bl,SC_POISON,5,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, sg->skill_lv));
  15665. break;
  15666. case UNT_GROUNDDRIFT_WATER:
  15667. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15668. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15669. break;
  15670. case UNT_GROUNDDRIFT_FIRE:
  15671. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15672. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15673. break;
  15674. case UNT_ELECTRICSHOCKER:
  15675. if (bl->id != ss->id) {
  15676. if (status_get_mode(bl)&MD_BOSS)
  15677. break;
  15678. 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)) {
  15679. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15680. clif_fixpos(bl);
  15681. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15682. }
  15683. }
  15684. break;
  15685. case UNT_MAGENTATRAP:
  15686. case UNT_COBALTTRAP:
  15687. case UNT_MAIZETRAP:
  15688. case UNT_VERDURETRAP:
  15689. if( bl->type != BL_PC && !is_boss(bl) )
  15690. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  15691. break;
  15692. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  15693. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  15694. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  15695. break;
  15696. case UNT_FIRINGTRAP:
  15697. case UNT_ICEBOUNDTRAP:
  15698. if( src->id == bl->id ) break;
  15699. if( bl->type == BL_SKILL ) {
  15700. struct skill_unit *su = (struct skill_unit *)bl;
  15701. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15702. break;
  15703. }
  15704. case UNT_CLUSTERBOMB:
  15705. if( ss != bl )
  15706. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15707. break;
  15708. case UNT_CLAYMORETRAP:
  15709. if( src->id == bl->id ) break;
  15710. if( bl->type == BL_SKILL ) {
  15711. struct skill_unit *su = (struct skill_unit *)bl;
  15712. if (!su)
  15713. return 0;
  15714. switch(su->group->unit_id) {
  15715. case UNT_CLAYMORETRAP:
  15716. case UNT_LANDMINE:
  15717. case UNT_BLASTMINE:
  15718. case UNT_SHOCKWAVE:
  15719. case UNT_SANDMAN:
  15720. case UNT_FLASHER:
  15721. case UNT_FREEZINGTRAP:
  15722. case UNT_FIRINGTRAP:
  15723. case UNT_ICEBOUNDTRAP:
  15724. clif_changetraplook(bl, UNT_USED_TRAPS);
  15725. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15726. su->group->unit_id = UNT_USED_TRAPS;
  15727. break;
  15728. }
  15729. }
  15730. default:
  15731. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15732. break;
  15733. }
  15734. return 1;
  15735. }
  15736. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15737. {
  15738. uint16 skill_id, skill_lv;
  15739. struct skill_unit *unit;
  15740. nullpo_ret(bl);
  15741. skill_id = va_arg(ap,int);
  15742. skill_lv = va_arg(ap,int);
  15743. unit = (struct skill_unit *)bl;
  15744. if( unit == NULL || unit->group == NULL )
  15745. return 0;
  15746. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15747. return 0;
  15748. if( unit->group->skill_id == SC_MAELSTROM ) {
  15749. struct block_list *src;
  15750. if( (src = map_id2bl(unit->group->src_id)) ){
  15751. int sp = unit->group->skill_lv * skill_lv;
  15752. if( src->type == BL_PC )
  15753. sp += ((TBL_PC*)src)->status.job_level / 5;
  15754. status_heal(src, 0, sp/2, 1);
  15755. }
  15756. }
  15757. return 0;
  15758. }
  15759. /**
  15760. * Remove current enchanted element for new element
  15761. * @param bl Char
  15762. * @param type New element
  15763. */
  15764. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15765. {
  15766. struct status_change *sc;
  15767. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15768. int i;
  15769. nullpo_retv(bl);
  15770. nullpo_retv(sc= status_get_sc(bl));
  15771. if (!sc->count)
  15772. return;
  15773. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15774. if (type != scs[i] && sc->data[scs[i]])
  15775. status_change_end(bl, scs[i], INVALID_TIMER);
  15776. }
  15777. /**
  15778. * Check camouflage condition
  15779. * @param bl
  15780. * @param sce
  15781. * @return True if near wall; False otherwise
  15782. */
  15783. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15784. {
  15785. bool wall = true;
  15786. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15787. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15788. { //Check for walls.
  15789. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15790. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15791. int i;
  15792. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15793. if( i == 8 )
  15794. wall = false;
  15795. }
  15796. if( sce ) {
  15797. if( !wall ) {
  15798. if( sce->val1 < 3 ) //End cloaking.
  15799. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15800. else if( sce->val4&1 ) { //Remove wall bonus
  15801. sce->val4&=~1;
  15802. status_calc_bl(bl,SCB_SPEED);
  15803. }
  15804. } else {
  15805. if( !(sce->val4&1) ) { //Add wall speed bonus
  15806. sce->val4|=1;
  15807. status_calc_bl(bl,SCB_SPEED);
  15808. }
  15809. }
  15810. }
  15811. return wall;
  15812. }
  15813. /** Check Shadow Form on the target
  15814. * @param bl: Target
  15815. * @param damage: Damage amount
  15816. * @param hit
  15817. * @return true - in Shadow Form state; false - otherwise
  15818. */
  15819. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15820. {
  15821. struct status_change *sc;
  15822. nullpo_retr(false,bl);
  15823. if (!damage)
  15824. return false;
  15825. sc = status_get_sc(bl);
  15826. if( sc && sc->data[SC__SHADOWFORM] ) {
  15827. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15828. if( !src || src->m != bl->m ) {
  15829. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15830. return false;
  15831. }
  15832. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15833. if( src->type == BL_PC )
  15834. ((TBL_PC*)src)->shadowform_id = 0;
  15835. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15836. return false;
  15837. }
  15838. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0), 0);
  15839. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15840. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15841. if( src->type == BL_PC )
  15842. ((TBL_PC*)src)->shadowform_id = 0;
  15843. }
  15844. return true;
  15845. }
  15846. return false;
  15847. }
  15848. /**
  15849. * Check camouflage condition
  15850. * @param bl
  15851. * @param sce
  15852. * @return True if near wall; False otherwise
  15853. * @TODO: Seems wrong
  15854. */
  15855. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15856. {
  15857. bool wall = true;
  15858. if( bl->type == BL_PC ) { //Check for walls.
  15859. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15860. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15861. int i;
  15862. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15863. if( i == 8 )
  15864. wall = false;
  15865. }
  15866. if( sce ) {
  15867. if( !wall ) {
  15868. if( sce->val1 == 1 ) //End camouflage.
  15869. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15870. }
  15871. status_calc_bl(bl,SCB_SPEED);
  15872. }
  15873. return wall;
  15874. }
  15875. /**
  15876. * Initialize new skill unit for skill unit group.
  15877. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15878. * @param group Skill unit group
  15879. * @param idx
  15880. * @param x
  15881. * @param y
  15882. * @param val1
  15883. * @param val2
  15884. */
  15885. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15886. {
  15887. struct skill_unit *unit;
  15888. nullpo_retr(NULL, group);
  15889. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15890. nullpo_retr(NULL, (unit = &group->unit[idx]));
  15891. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15892. return unit;
  15893. if(!unit->alive)
  15894. group->alive_count++;
  15895. unit->bl.id = map_get_new_object_id();
  15896. unit->bl.type = BL_SKILL;
  15897. unit->bl.m = group->map;
  15898. unit->bl.x = x;
  15899. unit->bl.y = y;
  15900. unit->group = group;
  15901. unit->alive = 1;
  15902. unit->val1 = val1;
  15903. unit->val2 = val2;
  15904. // Stores new skill unit
  15905. idb_put(skillunit_db, unit->bl.id, unit);
  15906. map_addiddb(&unit->bl);
  15907. if(map_addblock(&unit->bl))
  15908. return NULL;
  15909. // Perform oninit actions
  15910. switch (group->skill_id) {
  15911. case WZ_ICEWALL:
  15912. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15913. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15914. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15915. break;
  15916. case SA_LANDPROTECTOR:
  15917. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15918. break;
  15919. case HP_BASILICA:
  15920. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15921. break;
  15922. case SC_MAELSTROM:
  15923. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15924. break;
  15925. default:
  15926. if (group->state.song_dance&0x1) //Check for dissonance.
  15927. skill_dance_overlap(unit, 1);
  15928. break;
  15929. }
  15930. clif_getareachar_skillunit(&unit->bl, unit, AREA, 0);
  15931. return unit;
  15932. }
  15933. /**
  15934. * Remove unit
  15935. * @param unit
  15936. */
  15937. int skill_delunit(struct skill_unit* unit)
  15938. {
  15939. struct skill_unit_group *group;
  15940. nullpo_ret(unit);
  15941. if( !unit->alive )
  15942. return 0;
  15943. unit->alive = 0;
  15944. nullpo_ret(group = unit->group);
  15945. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15946. skill_dance_overlap(unit, 0);
  15947. // invoke onout event
  15948. if( !unit->range )
  15949. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15950. // perform ondelete actions
  15951. switch (group->skill_id) {
  15952. case HT_ANKLESNARE:
  15953. case SC_ESCAPE:
  15954. {
  15955. struct block_list* target = map_id2bl(group->val2);
  15956. enum sc_type type = status_skill2sc(group->skill_id);
  15957. if( target )
  15958. status_change_end(target, type, INVALID_TIMER);
  15959. }
  15960. break;
  15961. case WZ_ICEWALL:
  15962. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15963. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15964. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15965. break;
  15966. case SA_LANDPROTECTOR:
  15967. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15968. break;
  15969. case HP_BASILICA:
  15970. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15971. break;
  15972. case RA_ELECTRICSHOCKER: {
  15973. struct block_list* target = map_id2bl(group->val2);
  15974. if( target )
  15975. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15976. }
  15977. break;
  15978. case SC_MAELSTROM:
  15979. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15980. break;
  15981. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15982. if( group->val2 ) { // Someone Traped
  15983. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15984. if( tsc && tsc->data[SC__MANHOLE] )
  15985. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15986. }
  15987. break;
  15988. }
  15989. clif_skill_delunit(unit);
  15990. unit->group=NULL;
  15991. map_delblock(&unit->bl); // don't free yet
  15992. map_deliddb(&unit->bl);
  15993. idb_remove(skillunit_db, unit->bl.id);
  15994. if(--group->alive_count==0)
  15995. skill_delunitgroup(group);
  15996. return 0;
  15997. }
  15998. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  15999. /// Returns the target skill_unit_group or NULL if not found.
  16000. struct skill_unit_group* skill_id2group(int group_id) {
  16001. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  16002. }
  16003. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  16004. /**
  16005. * Returns a new group_id that isn't being used in skillunit_group_db.
  16006. * Fatal error if nothing is available.
  16007. */
  16008. static int skill_get_new_group_id(void)
  16009. {
  16010. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  16011. return skill_unit_group_newid++;// available
  16012. {// find next id
  16013. int base_id = skill_unit_group_newid;
  16014. while( base_id != ++skill_unit_group_newid )
  16015. {
  16016. if( skill_unit_group_newid < MAX_SKILL )
  16017. skill_unit_group_newid = MAX_SKILL;
  16018. if( skill_id2group(skill_unit_group_newid) == NULL )
  16019. return skill_unit_group_newid++;// available
  16020. }
  16021. // full loop, nothing available
  16022. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  16023. exit(1);
  16024. }
  16025. }
  16026. /**
  16027. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  16028. * @param src Object that cast the skill
  16029. * @param count How many 'cells' used that needed. Related with skill layout
  16030. * @param skill_id ID of used skill
  16031. * @param skill_lv Skill level of used skill
  16032. * @param unit_id Unit ID (look at skill_unit_db.txt)
  16033. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  16034. * @param interval Time interval
  16035. * @return skill_unit_group
  16036. */
  16037. 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)
  16038. {
  16039. struct unit_data* ud = unit_bl2ud( src );
  16040. struct skill_unit_group* group;
  16041. int i;
  16042. if(!(skill_id && skill_lv)) return 0;
  16043. nullpo_retr(NULL, src);
  16044. nullpo_retr(NULL, ud);
  16045. // Find a free spot to store the new unit group
  16046. // TODO: Make this flexible maybe by changing this fixed array?
  16047. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  16048. if(i == MAX_SKILLUNITGROUP) {
  16049. // Array is full, make room by discarding oldest group
  16050. int j = 0;
  16051. unsigned maxdiff = 0, tick = gettick();
  16052. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  16053. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  16054. if(x > maxdiff){
  16055. maxdiff = x;
  16056. j = i;
  16057. }
  16058. }
  16059. skill_delunitgroup(ud->skillunit[j]);
  16060. // Since elements must have shifted, we use the last slot.
  16061. i = MAX_SKILLUNITGROUP-1;
  16062. }
  16063. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  16064. group->src_id = src->id;
  16065. group->party_id = status_get_party_id(src);
  16066. group->guild_id = status_get_guild_id(src);
  16067. group->bg_id = bg_team_get_id(src);
  16068. group->group_id = skill_get_new_group_id();
  16069. group->link_group_id = 0;
  16070. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  16071. group->unit_count = count;
  16072. group->alive_count = 0;
  16073. group->val1 = 0;
  16074. group->val2 = 0;
  16075. group->val3 = 0;
  16076. group->skill_id = skill_id;
  16077. group->skill_lv = skill_lv;
  16078. group->unit_id = unit_id;
  16079. group->map = src->m;
  16080. group->limit = limit;
  16081. group->interval = interval;
  16082. group->tick = gettick();
  16083. group->valstr = NULL;
  16084. ud->skillunit[i] = group;
  16085. // Stores this new group to DBMap
  16086. idb_put(skillunit_group_db, group->group_id, group);
  16087. return group;
  16088. }
  16089. /**
  16090. * Remove skill unit group
  16091. * @param group
  16092. * @param file
  16093. * @param line
  16094. * @param *func
  16095. */
  16096. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  16097. {
  16098. struct block_list* src;
  16099. struct unit_data *ud;
  16100. short i, j;
  16101. int link_group_id;
  16102. if( group == NULL ) {
  16103. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  16104. return 0;
  16105. }
  16106. src = map_id2bl(group->src_id);
  16107. ud = unit_bl2ud(src);
  16108. if (!src || !ud) {
  16109. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16110. return 0;
  16111. }
  16112. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  16113. switch( group->skill_id ) {
  16114. case BA_DISSONANCE:
  16115. case BA_POEMBRAGI:
  16116. case BA_WHISTLE:
  16117. case BA_ASSASSINCROSS:
  16118. case BA_APPLEIDUN:
  16119. case DC_UGLYDANCE:
  16120. case DC_HUMMING:
  16121. case DC_DONTFORGETME:
  16122. case DC_FORTUNEKISS:
  16123. case DC_SERVICEFORYOU:
  16124. case NC_NEUTRALBARRIER:
  16125. case NC_STEALTHFIELD:
  16126. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  16127. break;
  16128. }
  16129. }
  16130. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  16131. struct status_change* sc = status_get_sc(src);
  16132. if (sc && sc->data[SC_DANCING]) {
  16133. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  16134. status_change_end(src, SC_DANCING, INVALID_TIMER);
  16135. }
  16136. }
  16137. // End SC from the master when the skill group is deleted
  16138. i = SC_NONE;
  16139. switch (group->unit_id) {
  16140. case UNT_GOSPEL: i = SC_GOSPEL; break;
  16141. case UNT_BASILICA: i = SC_BASILICA; break;
  16142. }
  16143. if (i != SC_NONE) {
  16144. struct status_change *sc = status_get_sc(src);
  16145. if (sc && sc->data[i]) {
  16146. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  16147. status_change_end(src, (sc_type)i, INVALID_TIMER);
  16148. }
  16149. }
  16150. switch( group->skill_id ) {
  16151. case SG_SUN_WARM:
  16152. case SG_MOON_WARM:
  16153. case SG_STAR_WARM:
  16154. {
  16155. struct status_change *sc = NULL;
  16156. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  16157. sc->data[SC_WARM]->val4 = 0;
  16158. status_change_end(src, SC_WARM, INVALID_TIMER);
  16159. }
  16160. }
  16161. break;
  16162. case NC_NEUTRALBARRIER:
  16163. {
  16164. struct status_change *sc = NULL;
  16165. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  16166. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  16167. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  16168. }
  16169. }
  16170. break;
  16171. case NC_STEALTHFIELD:
  16172. {
  16173. struct status_change *sc = NULL;
  16174. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16175. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16176. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16177. }
  16178. }
  16179. break;
  16180. case LG_BANDING:
  16181. {
  16182. struct status_change *sc = NULL;
  16183. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16184. sc->data[SC_BANDING]->val4 = 0;
  16185. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16186. }
  16187. }
  16188. break;
  16189. }
  16190. if (src->type==BL_PC && group->state.ammo_consume)
  16191. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16192. group->alive_count=0;
  16193. // remove all unit cells
  16194. if(group->unit != NULL)
  16195. for( i = 0; i < group->unit_count; i++ )
  16196. skill_delunit(&group->unit[i]);
  16197. // clear Talkie-box string
  16198. if( group->valstr != NULL ) {
  16199. aFree(group->valstr);
  16200. group->valstr = NULL;
  16201. }
  16202. idb_remove(skillunit_group_db, group->group_id);
  16203. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16204. group->unit = NULL;
  16205. group->group_id = 0;
  16206. group->unit_count = 0;
  16207. link_group_id = group->link_group_id;
  16208. group->link_group_id = 0;
  16209. // locate this group, swap with the last entry and delete it
  16210. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16211. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16212. j--;
  16213. if( i < MAX_SKILLUNITGROUP ) {
  16214. ud->skillunit[i] = ud->skillunit[j];
  16215. ud->skillunit[j] = NULL;
  16216. ers_free(skill_unit_ers, group);
  16217. } else
  16218. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16219. if(link_group_id) {
  16220. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16221. if(group_cur)
  16222. skill_delunitgroup(group_cur);
  16223. }
  16224. return 1;
  16225. }
  16226. /**
  16227. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16228. * @param src
  16229. */
  16230. void skill_clear_unitgroup(struct block_list *src)
  16231. {
  16232. struct unit_data *ud;
  16233. nullpo_retv(src);
  16234. nullpo_retv((ud = unit_bl2ud(src)));
  16235. while (ud->skillunit[0])
  16236. skill_delunitgroup(ud->skillunit[0]);
  16237. }
  16238. /**
  16239. * Search tickset for skill unit in skill unit group
  16240. * @param bl Block List for skill_unit
  16241. * @param group Skill unit group
  16242. * @param tick
  16243. * @return skill_unit_group_tickset if found
  16244. */
  16245. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  16246. {
  16247. int i, j = -1, s, id;
  16248. struct unit_data *ud;
  16249. struct skill_unit_group_tickset *set;
  16250. nullpo_ret(bl);
  16251. if (group->interval == -1)
  16252. return NULL;
  16253. ud = unit_bl2ud(bl);
  16254. if (!ud)
  16255. return NULL;
  16256. set = ud->skillunittick;
  16257. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  16258. id = s = group->skill_id;
  16259. else
  16260. id = s = group->group_id;
  16261. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16262. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16263. if (set[k].id == id)
  16264. return &set[k];
  16265. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16266. j=k;
  16267. }
  16268. if (j == -1) {
  16269. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16270. j = id % MAX_SKILLUNITGROUPTICKSET;
  16271. }
  16272. set[j].id = id;
  16273. set[j].tick = tick;
  16274. return &set[j];
  16275. }
  16276. /*==========================================
  16277. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16278. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16279. *------------------------------------------*/
  16280. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16281. {
  16282. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16283. struct skill_unit_group* group = NULL;
  16284. unsigned int tick = va_arg(ap,unsigned int);
  16285. nullpo_ret(unit);
  16286. if( !unit->alive || bl->prev == NULL )
  16287. return 0;
  16288. nullpo_ret(group = unit->group);
  16289. 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) )
  16290. return 0; //AoE skills are ineffective. [Skotlex]
  16291. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16292. return 0;
  16293. skill_unit_onplace_timer(unit,bl,tick);
  16294. return 1;
  16295. }
  16296. /**
  16297. * @see DBApply
  16298. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16299. */
  16300. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16301. {
  16302. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16303. struct skill_unit_group* group = NULL;
  16304. unsigned int tick = va_arg(ap,unsigned int);
  16305. bool dissonance;
  16306. struct block_list* bl = &unit->bl;
  16307. nullpo_ret(unit);
  16308. if( !unit->alive )
  16309. return 0;
  16310. nullpo_ret(group = unit->group);
  16311. // Check for expiration
  16312. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16313. {// skill unit expired (inlined from skill_unit_onlimit())
  16314. switch( group->unit_id ) {
  16315. case UNT_BLASTMINE:
  16316. #ifdef RENEWAL
  16317. case UNT_CLAYMORETRAP:
  16318. #endif
  16319. case UNT_GROUNDDRIFT_WIND:
  16320. case UNT_GROUNDDRIFT_DARK:
  16321. case UNT_GROUNDDRIFT_POISON:
  16322. case UNT_GROUNDDRIFT_WATER:
  16323. case UNT_GROUNDDRIFT_FIRE:
  16324. group->unit_id = UNT_USED_TRAPS;
  16325. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16326. group->limit=DIFF_TICK(tick+1500,group->tick);
  16327. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16328. break;
  16329. case UNT_ANKLESNARE:
  16330. case UNT_ELECTRICSHOCKER:
  16331. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16332. skill_delunit(unit);
  16333. break;
  16334. }
  16335. case UNT_SKIDTRAP:
  16336. case UNT_LANDMINE:
  16337. case UNT_SHOCKWAVE:
  16338. case UNT_SANDMAN:
  16339. case UNT_FLASHER:
  16340. case UNT_FREEZINGTRAP:
  16341. #ifndef RENEWAL
  16342. case UNT_CLAYMORETRAP:
  16343. #endif
  16344. case UNT_TALKIEBOX:
  16345. case UNT_CLUSTERBOMB:
  16346. case UNT_MAGENTATRAP:
  16347. case UNT_COBALTTRAP:
  16348. case UNT_MAIZETRAP:
  16349. case UNT_VERDURETRAP:
  16350. case UNT_FIRINGTRAP:
  16351. case UNT_ICEBOUNDTRAP:
  16352. {
  16353. struct block_list* src;
  16354. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16355. { // revert unit back into a trap
  16356. struct item item_tmp;
  16357. memset(&item_tmp,0,sizeof(item_tmp));
  16358. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16359. item_tmp.identify = 1;
  16360. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16361. }
  16362. skill_delunit(unit);
  16363. }
  16364. break;
  16365. case UNT_WARP_ACTIVE:
  16366. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16367. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16368. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16369. // restart timers
  16370. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16371. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16372. // apply effect to all units standing on it
  16373. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16374. break;
  16375. case UNT_CALLFAMILY:
  16376. {
  16377. struct map_session_data *sd = NULL;
  16378. if(group->val1) {
  16379. sd = map_charid2sd(group->val1);
  16380. group->val1 = 0;
  16381. if (sd && !map[sd->bl.m].flag.nowarp)
  16382. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16383. }
  16384. if(group->val2) {
  16385. sd = map_charid2sd(group->val2);
  16386. group->val2 = 0;
  16387. if (sd && !map[sd->bl.m].flag.nowarp)
  16388. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16389. }
  16390. skill_delunit(unit);
  16391. }
  16392. break;
  16393. case UNT_REVERBERATION:
  16394. case UNT_NETHERWORLD:
  16395. if( unit->val1 <= 0 ) { // If it was deactivated.
  16396. skill_delunit(unit);
  16397. break;
  16398. }
  16399. clif_changetraplook(bl,UNT_USED_TRAPS);
  16400. if (group->unit_id == UNT_REVERBERATION)
  16401. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16402. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16403. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16404. group->unit_id = UNT_USED_TRAPS;
  16405. break;
  16406. case UNT_FEINTBOMB: {
  16407. struct block_list *src = map_id2bl(group->src_id);
  16408. struct status_change *sc;
  16409. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  16410. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  16411. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  16412. }
  16413. skill_delunit(unit);
  16414. }
  16415. break;
  16416. case UNT_BANDING:
  16417. {
  16418. struct block_list *src = map_id2bl(group->src_id);
  16419. struct status_change *sc;
  16420. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16421. skill_delunit(unit);
  16422. break;
  16423. }
  16424. // This unit isn't removed while SC_BANDING is active.
  16425. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16426. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16427. }
  16428. break;
  16429. case UNT_B_TRAP:
  16430. {
  16431. struct block_list* src;
  16432. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16433. struct item item_tmp;
  16434. memset(&item_tmp, 0, sizeof(item_tmp));
  16435. item_tmp.nameid = group->item_id;
  16436. item_tmp.identify = 1;
  16437. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16438. }
  16439. skill_delunit(unit);
  16440. }
  16441. break;
  16442. default:
  16443. skill_delunit(unit);
  16444. }
  16445. } else {// skill unit is still active
  16446. switch( group->unit_id ) {
  16447. case UNT_ICEWALL:
  16448. // icewall loses 50 hp every second
  16449. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16450. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16451. unit->limit = DIFF_TICK(tick+700,group->tick);
  16452. break;
  16453. case UNT_BLASTMINE:
  16454. case UNT_SKIDTRAP:
  16455. case UNT_LANDMINE:
  16456. case UNT_SHOCKWAVE:
  16457. case UNT_SANDMAN:
  16458. case UNT_FLASHER:
  16459. case UNT_CLAYMORETRAP:
  16460. case UNT_FREEZINGTRAP:
  16461. case UNT_TALKIEBOX:
  16462. case UNT_ANKLESNARE:
  16463. case UNT_B_TRAP:
  16464. if( unit->val1 <= 0 ) {
  16465. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16466. skill_delunit(unit);
  16467. else {
  16468. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16469. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16470. group->unit_id = UNT_USED_TRAPS;
  16471. }
  16472. }
  16473. break;
  16474. case UNT_REVERBERATION:
  16475. case UNT_NETHERWORLD:
  16476. if (unit->val1 <= 0) {
  16477. clif_changetraplook(bl,UNT_USED_TRAPS);
  16478. if (group->unit_id == UNT_REVERBERATION)
  16479. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16480. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16481. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16482. group->unit_id = UNT_USED_TRAPS;
  16483. }
  16484. break;
  16485. case UNT_WALLOFTHORN:
  16486. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16487. skill_delunitgroup(group);
  16488. break;
  16489. }
  16490. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16491. skill_delunit(unit);
  16492. break;
  16493. case UNT_SANCTUARY:
  16494. if (group->val1 <= 0) {
  16495. skill_delunitgroup(group);
  16496. }
  16497. break;
  16498. }
  16499. }
  16500. //Don't continue if unit or even group is expired and has been deleted.
  16501. if( !group || !unit->alive )
  16502. return 0;
  16503. dissonance = skill_dance_switch(unit, 0);
  16504. if( unit->range >= 0 && group->interval != -1 )
  16505. {
  16506. if( battle_config.skill_wall_check )
  16507. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16508. else
  16509. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16510. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16511. group->unit_id = UNT_USED_TRAPS;
  16512. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16513. unit->range = -1; //Disable processed cell.
  16514. if (--group->val1 <= 0) { // number of live cells
  16515. //All tiles were processed, disable skill.
  16516. group->target_flag=BCT_NOONE;
  16517. group->bl_flag= BL_NUL;
  16518. }
  16519. }
  16520. }
  16521. if( dissonance )
  16522. skill_dance_switch(unit, 1);
  16523. return 0;
  16524. }
  16525. /*==========================================
  16526. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16527. *------------------------------------------*/
  16528. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16529. {
  16530. map_freeblock_lock();
  16531. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16532. map_freeblock_unlock();
  16533. return 0;
  16534. }
  16535. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16536. /*==========================================
  16537. * flag :
  16538. * 1 : store that skill_unit in array
  16539. * 2 : clear that skill_unit
  16540. * 4 : call_on_left
  16541. *------------------------------------------*/
  16542. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16543. {
  16544. struct skill_unit* unit = (struct skill_unit *)bl;
  16545. struct skill_unit_group* group = NULL;
  16546. struct block_list* target = va_arg(ap,struct block_list*);
  16547. unsigned int tick = va_arg(ap,unsigned int);
  16548. int flag = va_arg(ap,int);
  16549. bool dissonance;
  16550. uint16 skill_id;
  16551. int i;
  16552. nullpo_ret(unit);
  16553. nullpo_ret(target);
  16554. if( !unit->alive || target->prev == NULL )
  16555. return 0;
  16556. nullpo_ret(group = unit->group);
  16557. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  16558. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16559. dissonance = skill_dance_switch(unit, 0);
  16560. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16561. skill_id = group->skill_id;
  16562. if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16563. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16564. if( dissonance ) {
  16565. skill_dance_switch(unit, 1);
  16566. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16567. }
  16568. return 0;
  16569. }
  16570. //Target-type check.
  16571. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16572. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16573. if( flag&1 ) {
  16574. if( flag&2 ) { //Clear this skill id.
  16575. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16576. if( i < ARRAYLENGTH(skill_unit_temp) )
  16577. skill_unit_temp[i] = 0;
  16578. }
  16579. } else {
  16580. if( flag&2 ) { //Store this skill id.
  16581. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16582. if( i < ARRAYLENGTH(skill_unit_temp) )
  16583. skill_unit_temp[i] = skill_id;
  16584. else
  16585. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16586. }
  16587. }
  16588. if( flag&4 )
  16589. skill_unit_onleft(skill_id,target,tick);
  16590. }
  16591. if( dissonance )
  16592. skill_dance_switch(unit, 1);
  16593. return 0;
  16594. } else {
  16595. if( flag&1 ) {
  16596. int result = skill_unit_onplace(unit,target,tick);
  16597. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16598. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16599. if( i < ARRAYLENGTH(skill_unit_temp) )
  16600. skill_unit_temp[i] = 0;
  16601. }
  16602. } else {
  16603. int result = skill_unit_onout(unit,target,tick);
  16604. if( flag&2 && result ) { //Store this unit id.
  16605. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16606. if( i < ARRAYLENGTH(skill_unit_temp) )
  16607. skill_unit_temp[i] = skill_id;
  16608. else
  16609. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16610. }
  16611. }
  16612. //TODO: Normally, this is dangerous since the unit and group could be freed
  16613. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16614. //cells do not get deleted within them. [Skotlex]
  16615. if( dissonance )
  16616. skill_dance_switch(unit, 1);
  16617. if( flag&4 )
  16618. skill_unit_onleft(skill_id,target,tick);
  16619. return 1;
  16620. }
  16621. }
  16622. /*==========================================
  16623. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16624. * Flag values:
  16625. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16626. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16627. * units to figure out when they have left a group.
  16628. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16629. *------------------------------------------*/
  16630. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16631. {
  16632. nullpo_ret(bl);
  16633. if( bl->prev == NULL )
  16634. return 0;
  16635. if( flag&2 && !(flag&1) ) //Onout, clear data
  16636. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16637. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16638. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16639. int i;
  16640. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16641. if( skill_unit_temp[i] )
  16642. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16643. }
  16644. return 0;
  16645. }
  16646. /*==========================================
  16647. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16648. * @param bl Skill unit
  16649. * @param m Map
  16650. * @param dx
  16651. * @param dy
  16652. *------------------------------------------*/
  16653. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16654. unsigned int tick = gettick();
  16655. struct skill_unit *su;
  16656. if (bl->type != BL_SKILL)
  16657. return;
  16658. if (!(su = (struct skill_unit *)bl))
  16659. return;
  16660. if (!su->alive)
  16661. return;
  16662. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16663. return; //Ensembles may not be moved around.
  16664. if (!bl->prev) {
  16665. bl->x = dx;
  16666. bl->y = dy;
  16667. return;
  16668. }
  16669. map_moveblock(bl, dx, dy, tick);
  16670. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16671. clif_getareachar_skillunit(bl, su, AREA, 0);
  16672. return;
  16673. }
  16674. /**
  16675. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16676. * @param group Skill Group
  16677. * @param m Map
  16678. * @param dx
  16679. * @param dy
  16680. */
  16681. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16682. {
  16683. int i, j;
  16684. unsigned int tick = gettick();
  16685. int *m_flag;
  16686. struct skill_unit *unit1;
  16687. struct skill_unit *unit2;
  16688. if (group == NULL)
  16689. return;
  16690. if (group->unit_count <= 0)
  16691. return;
  16692. if (group->unit == NULL)
  16693. return;
  16694. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16695. return; //Ensembles may not be moved around.
  16696. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16697. // m_flag
  16698. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16699. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16700. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16701. // 3: Both 1+2.
  16702. for(i = 0; i < group->unit_count; i++) {
  16703. unit1 =& group->unit[i];
  16704. if (!unit1->alive || unit1->bl.m != m)
  16705. continue;
  16706. for(j = 0; j < group->unit_count; j++) {
  16707. unit2 = &group->unit[j];
  16708. if (!unit2->alive)
  16709. continue;
  16710. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16711. m_flag[i] |= 0x1;
  16712. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16713. m_flag[i] |= 0x2;
  16714. }
  16715. }
  16716. j = 0;
  16717. for (i = 0; i < group->unit_count; i++) {
  16718. unit1 = &group->unit[i];
  16719. if (!unit1->alive)
  16720. continue;
  16721. if (!(m_flag[i]&0x2)) {
  16722. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16723. skill_dance_overlap(unit1, 0);
  16724. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16725. }
  16726. //Move Cell using "smart" criteria (avoid useless moving around)
  16727. switch(m_flag[i]) {
  16728. case 0:
  16729. //Cell moves independently, safely move it.
  16730. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  16731. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16732. break;
  16733. case 1:
  16734. //Cell moves unto another cell, look for a replacement cell that won't collide
  16735. //and has no cell moving into it (flag == 2)
  16736. for(; j < group->unit_count; j++) {
  16737. int dx2, dy2;
  16738. if(m_flag[j] != 2 || !group->unit[j].alive)
  16739. continue;
  16740. //Move to where this cell would had moved.
  16741. unit2 = &group->unit[j];
  16742. dx2 = unit2->bl.x + dx - unit1->bl.x;
  16743. dy2 = unit2->bl.y + dy - unit1->bl.y;
  16744. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  16745. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16746. j++; //Skip this cell as we have used it.
  16747. break;
  16748. }
  16749. break;
  16750. case 2:
  16751. case 3:
  16752. break; //Don't move the cell as a cell will end on this tile anyway.
  16753. }
  16754. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16755. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16756. skill_dance_overlap(unit1, 1);
  16757. clif_getareachar_skillunit(&unit1->bl, unit1, AREA, 0);
  16758. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16759. }
  16760. }
  16761. aFree(m_flag);
  16762. }
  16763. /**
  16764. * Checking product requirement in player's inventory.
  16765. * Checking if player has the item or not, the amount, and the weight limit.
  16766. * @param sd Player
  16767. * @param nameid Product requested
  16768. * @param trigger Trigger criteria to match will 'ItemLv'
  16769. * @param qty Amount of item will be created
  16770. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16771. */
  16772. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16773. {
  16774. short i, j;
  16775. nullpo_ret(sd);
  16776. if (!nameid || !itemdb_exists(nameid))
  16777. return 0;
  16778. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16779. if (skill_produce_db[i].nameid == nameid) {
  16780. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16781. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16782. continue; // must iterate again to check other skills that produce it. [malufett]
  16783. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16784. continue; // special case
  16785. break;
  16786. }
  16787. }
  16788. if (i >= MAX_SKILL_PRODUCE_DB)
  16789. return 0;
  16790. // Cannot carry the produced stuff
  16791. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16792. return 0;
  16793. // Matching the requested produce list
  16794. if (trigger >= 0) {
  16795. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16796. if (skill_produce_db[i].itemlv != trigger)
  16797. return 0;
  16798. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16799. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16800. return 0;
  16801. } else { // Weapon (itemlv must be higher or equal)
  16802. if (skill_produce_db[i].itemlv > trigger)
  16803. return 0;
  16804. }
  16805. }
  16806. // Check on player's inventory
  16807. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16808. unsigned short nameid_produce;
  16809. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16810. continue;
  16811. if (skill_produce_db[i].mat_amount[j] == 0) {
  16812. if (pc_search_inventory(sd,nameid_produce) < 0)
  16813. return 0;
  16814. } else {
  16815. unsigned short idx, amt;
  16816. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16817. if (sd->status.inventory[idx].nameid == nameid_produce)
  16818. amt += sd->status.inventory[idx].amount;
  16819. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16820. return 0;
  16821. }
  16822. }
  16823. return i + 1;
  16824. }
  16825. /**
  16826. * Attempt to produce an item
  16827. * @param sd Player
  16828. * @param skill_id Skill used
  16829. * @param nameid Requested product
  16830. * @param slot1
  16831. * @param slot2
  16832. * @param slot3
  16833. * @param qty Amount of requested item
  16834. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  16835. * @return True is success, False if failed
  16836. */
  16837. 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)
  16838. {
  16839. int slot[3];
  16840. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16841. int num = -1; // exclude the recipe
  16842. struct status_data *status;
  16843. struct item_data* data;
  16844. nullpo_ret(sd);
  16845. status = status_get_status_data(&sd->bl);
  16846. if( sd->skill_id_old == skill_id )
  16847. skill_lv = sd->skill_lv_old;
  16848. if (produce_idx == -1) {
  16849. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16850. return false;
  16851. idx--;
  16852. }
  16853. else
  16854. idx = produce_idx;
  16855. if (qty < 1)
  16856. qty = 1;
  16857. if (!skill_id) //A skill can be specified for some override cases.
  16858. skill_id = skill_produce_db[idx].req_skill;
  16859. if( skill_id == GC_RESEARCHNEWPOISON )
  16860. skill_id = GC_CREATENEWPOISON;
  16861. slot[0] = slot1;
  16862. slot[1] = slot2;
  16863. slot[2] = slot3;
  16864. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16865. short j;
  16866. if (slot[i] <= 0)
  16867. continue;
  16868. j = pc_search_inventory(sd,slot[i]);
  16869. if (j < 0)
  16870. continue;
  16871. if (slot[i] == ITEMID_STAR_CRUMB) {
  16872. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16873. sc++;
  16874. }
  16875. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  16876. static const int ele_table[4] = { 3, 1, 4, 2 };
  16877. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16878. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  16879. }
  16880. }
  16881. if (skill_id == RK_RUNEMASTERY) {
  16882. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  16883. data = itemdb_search(nameid);
  16884. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  16885. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  16886. else temp_qty = 1;
  16887. if (data->stack.inventory) {
  16888. for (i = 0; i < MAX_INVENTORY; i++) {
  16889. if (sd->status.inventory[i].nameid == nameid) {
  16890. if (sd->status.inventory[i].amount >= data->stack.amount) {
  16891. clif_msg(sd,RUNE_CANT_CREATE);
  16892. return 0;
  16893. } else {
  16894. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16895. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  16896. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16897. }
  16898. break;
  16899. }
  16900. }
  16901. }
  16902. qty = temp_qty;
  16903. }
  16904. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  16905. short id, x, j;
  16906. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  16907. continue;
  16908. num++;
  16909. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  16910. do {
  16911. int y = 0;
  16912. j = pc_search_inventory(sd,id);
  16913. if (j >= 0) {
  16914. y = sd->status.inventory[j].amount;
  16915. if (y > x)
  16916. y = x;
  16917. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16918. } else {
  16919. ShowError("skill_produce_mix: material item error\n");
  16920. return false;
  16921. }
  16922. x -= y;
  16923. } while( j >= 0 && x > 0 );
  16924. }
  16925. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  16926. wlv = itemdb_wlv(nameid);
  16927. if (!equip) {
  16928. switch (skill_id) {
  16929. case BS_IRON:
  16930. case BS_STEEL:
  16931. case BS_ENCHANTEDSTONE:
  16932. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16933. i = pc_checkskill(sd,skill_id);
  16934. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16935. switch (nameid) {
  16936. case ITEMID_IRON:
  16937. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16938. break;
  16939. case ITEMID_STEEL:
  16940. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16941. break;
  16942. case ITEMID_STAR_CRUMB:
  16943. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16944. break;
  16945. default: // Enchanted Stones
  16946. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  16947. break;
  16948. }
  16949. break;
  16950. case ASC_CDP:
  16951. make_per = (2000 + 40*status->dex + 20*status->luk);
  16952. break;
  16953. case AL_HOLYWATER:
  16954. case AB_ANCILLA:
  16955. make_per = 100000; //100% success
  16956. break;
  16957. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16958. case AM_TWILIGHT1:
  16959. case AM_TWILIGHT2:
  16960. case AM_TWILIGHT3:
  16961. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16962. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16963. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16964. if (hom_is_active(sd->hd)) {//Player got a homun
  16965. int skill;
  16966. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16967. make_per += skill*100; //+1% bonus per level
  16968. }
  16969. switch(nameid){
  16970. case ITEMID_RED_POTION:
  16971. case ITEMID_YELLOW_POTION:
  16972. case ITEMID_WHITE_POTION:
  16973. make_per += (1+rnd()%100)*10 + 2000;
  16974. break;
  16975. case ITEMID_ALCOHOL:
  16976. make_per += (1+rnd()%100)*10 + 1000;
  16977. break;
  16978. case ITEMID_FIRE_BOTTLE:
  16979. case ITEMID_ACID_BOTTLE:
  16980. case ITEMID_MAN_EATER_BOTTLE:
  16981. case ITEMID_MINI_BOTTLE:
  16982. make_per += (1+rnd()%100)*10;
  16983. break;
  16984. case ITEMID_YELLOW_SLIM_POTION:
  16985. make_per -= (1+rnd()%50)*10;
  16986. break;
  16987. case ITEMID_WHITE_SLIM_POTION:
  16988. case ITEMID_COATING_BOTTLE:
  16989. make_per -= (1+rnd()%100)*10;
  16990. break;
  16991. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  16992. case ITEMID_BLUE_POTION:
  16993. case ITEMID_RED_SLIM_POTION:
  16994. case ITEMID_ANODYNE:
  16995. case ITEMID_ALOEBERA:
  16996. default:
  16997. break;
  16998. }
  16999. if (battle_config.pp_rate != 100)
  17000. make_per = make_per * battle_config.pp_rate / 100;
  17001. break;
  17002. case SA_CREATECON: // Elemental Converter Creation
  17003. make_per = 100000; // should be 100% success rate
  17004. break;
  17005. case RK_RUNEMASTERY: {
  17006. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  17007. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  17008. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  17009. int D = 0;
  17010. switch (nameid) { //rune rank it_diff 9 craftable rune
  17011. case ITEMID_BERKANA:
  17012. D = -2000;
  17013. break; //Rank S
  17014. case ITEMID_NAUTHIZ:
  17015. case ITEMID_URUZ:
  17016. D = -1500;
  17017. break; //Rank A
  17018. case ITEMID_ISA:
  17019. case ITEMID_WYRD:
  17020. D = -1000;
  17021. break; //Rank B
  17022. case ITEMID_RAIDO:
  17023. case ITEMID_THURISAZ:
  17024. case ITEMID_HAGALAZ:
  17025. case ITEMID_OTHILA:
  17026. D = -500;
  17027. break; //Rank C
  17028. default:
  17029. D = -1500;
  17030. break; //not specified =-15%
  17031. }
  17032. make_per = A + B + C + D;
  17033. }
  17034. break;
  17035. case GC_CREATENEWPOISON:
  17036. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17037. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17038. break;
  17039. case GN_CHANGEMATERIAL:
  17040. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17041. if (skill_changematerial_db[i].nameid == nameid) {
  17042. make_per = skill_changematerial_db[i].rate * 10;
  17043. break;
  17044. }
  17045. }
  17046. break;
  17047. case GN_S_PHARMACY:
  17048. {
  17049. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  17050. 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) +
  17051. (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)
  17052. switch(nameid){// difficulty factor
  17053. case ITEMID_HP_INCREASE_POTION_SMALL:
  17054. case ITEMID_SP_INCREASE_POTION_SMALL:
  17055. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  17056. difficulty += 10;
  17057. break;
  17058. case ITEMID_BOMB_MUSHROOM_SPORE:
  17059. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  17060. difficulty += 15;
  17061. break;
  17062. case ITEMID_BANANA_BOMB:
  17063. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  17064. case ITEMID_SP_INCREASE_POTION_LARGE:
  17065. case ITEMID_VITATA500:
  17066. difficulty += 20;
  17067. break;
  17068. case ITEMID_SEED_OF_HORNY_PLANT:
  17069. case ITEMID_BLOODSUCK_PLANT_SEED:
  17070. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  17071. difficulty += 30;
  17072. break;
  17073. case ITEMID_HP_INCREASE_POTION_LARGE:
  17074. case ITEMID_CURE_FREE:
  17075. difficulty += 40;
  17076. break;
  17077. }
  17078. if( make_per >= 400 && make_per > difficulty)
  17079. qty = 10;
  17080. else if( make_per >= 300 && make_per > difficulty)
  17081. qty = 7;
  17082. else if( make_per >= 100 && make_per > difficulty)
  17083. qty = 6;
  17084. else if( make_per >= 1 && make_per > difficulty)
  17085. qty = 5;
  17086. else
  17087. qty = 4;
  17088. make_per = 10000;
  17089. }
  17090. break;
  17091. case GN_MAKEBOMB:
  17092. case GN_MIX_COOKING:
  17093. {
  17094. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  17095. 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)
  17096. qty = ~(5 + rnd()%5) + 1;
  17097. switch(nameid){// difficulty factor
  17098. case ITEMID_APPLE_BOMB:
  17099. difficulty += 5;
  17100. break;
  17101. case ITEMID_COCONUT_BOMB:
  17102. case ITEMID_MELON_BOMB:
  17103. difficulty += 10;
  17104. break;
  17105. case ITEMID_SAVAGE_FULL_ROAST:
  17106. case ITEMID_COCKTAIL_WARG_BLOOD:
  17107. case ITEMID_MINOR_STEW:
  17108. case ITEMID_SIROMA_ICED_TEA:
  17109. case ITEMID_DROSERA_HERB_SALAD:
  17110. case ITEMID_PETITE_TAIL_NOODLES:
  17111. case ITEMID_PINEAPPLE_BOMB:
  17112. difficulty += 15;
  17113. break;
  17114. case ITEMID_BANANA_BOMB:
  17115. difficulty += 20;
  17116. break;
  17117. }
  17118. if( make_per >= 30 && make_per > difficulty)
  17119. qty = 10 + rnd()%2;
  17120. else if( make_per >= 10 && make_per > difficulty)
  17121. qty = 10;
  17122. else if( make_per == 10 && make_per > difficulty)
  17123. qty = 8;
  17124. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  17125. ;// Food/Bomb creation fails.
  17126. else if( make_per >= 30 && make_per < difficulty)
  17127. qty = 5;
  17128. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  17129. qty = ~qty + 1;
  17130. make_per = 0;
  17131. }
  17132. else
  17133. make_per = 10000;
  17134. qty = (skill_lv > 1 ? qty : 1);
  17135. }
  17136. break;
  17137. default:
  17138. if (sd->menuskill_id == AM_PHARMACY &&
  17139. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  17140. { //Assume Cooking Dish
  17141. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  17142. make_per = 10000; //100% Success
  17143. else
  17144. make_per = 1200 * (sd->menuskill_val - 10)
  17145. + 20 * (sd->status.base_level + 1)
  17146. + 20 * (status->dex + 1)
  17147. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  17148. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  17149. - 10 * (100 - status->luk + 1)
  17150. - 500 * (num - 1)
  17151. - 100 * (rnd()%4 + 1);
  17152. break;
  17153. }
  17154. make_per = 5000;
  17155. break;
  17156. }
  17157. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  17158. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  17159. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  17160. 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
  17161. 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
  17162. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  17163. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  17164. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  17165. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  17166. if (battle_config.wp_rate != 100)
  17167. make_per = make_per * battle_config.wp_rate / 100;
  17168. }
  17169. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  17170. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  17171. if (make_per < 1) make_per = 1;
  17172. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  17173. struct item tmp_item;
  17174. memset(&tmp_item,0,sizeof(tmp_item));
  17175. tmp_item.nameid = nameid;
  17176. tmp_item.amount = 1;
  17177. tmp_item.identify = 1;
  17178. if (equip) {
  17179. tmp_item.card[0] = CARD0_FORGE;
  17180. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17181. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17182. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17183. } else {
  17184. //Flag is only used on the end, so it can be used here. [Skotlex]
  17185. switch (skill_id) {
  17186. case BS_DAGGER:
  17187. case BS_SWORD:
  17188. case BS_TWOHANDSWORD:
  17189. case BS_AXE:
  17190. case BS_MACE:
  17191. case BS_KNUCKLE:
  17192. case BS_SPEAR:
  17193. flag = battle_config.produce_item_name_input&0x1;
  17194. break;
  17195. case AM_PHARMACY:
  17196. case AM_TWILIGHT1:
  17197. case AM_TWILIGHT2:
  17198. case AM_TWILIGHT3:
  17199. flag = battle_config.produce_item_name_input&0x2;
  17200. break;
  17201. case AL_HOLYWATER:
  17202. case AB_ANCILLA:
  17203. flag = battle_config.produce_item_name_input&0x8;
  17204. break;
  17205. case ASC_CDP:
  17206. flag = battle_config.produce_item_name_input&0x10;
  17207. break;
  17208. default:
  17209. flag = battle_config.produce_item_name_input&0x80;
  17210. break;
  17211. }
  17212. if (flag) {
  17213. tmp_item.card[0] = CARD0_CREATE;
  17214. tmp_item.card[1] = 0;
  17215. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17216. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17217. }
  17218. }
  17219. // if(log_config.produce > 0)
  17220. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17221. //TODO update PICKLOG
  17222. if (equip) {
  17223. clif_produceeffect(sd,0,nameid);
  17224. clif_misceffect(&sd->bl,3);
  17225. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17226. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17227. } else {
  17228. int fame = 0;
  17229. tmp_item.amount = 0;
  17230. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17231. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17232. tmp_item.amount = qty;
  17233. break;
  17234. }
  17235. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17236. tmp_item.amount++;
  17237. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17238. continue;
  17239. if (skill_id != AM_PHARMACY &&
  17240. skill_id != AM_TWILIGHT1 &&
  17241. skill_id != AM_TWILIGHT2 &&
  17242. skill_id != AM_TWILIGHT3)
  17243. continue;
  17244. //Add fame as needed.
  17245. switch(++sd->potion_success_counter) {
  17246. case 3:
  17247. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17248. break;
  17249. case 5:
  17250. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17251. break;
  17252. case 7:
  17253. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17254. break;
  17255. case 10:
  17256. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17257. sd->potion_success_counter = 0;
  17258. break;
  17259. }
  17260. } else //Failure
  17261. sd->potion_success_counter = 0;
  17262. }
  17263. if (fame)
  17264. pc_addfame(sd,fame);
  17265. //Visual effects and the like.
  17266. switch (skill_id) {
  17267. case AM_PHARMACY:
  17268. case AM_TWILIGHT1:
  17269. case AM_TWILIGHT2:
  17270. case AM_TWILIGHT3:
  17271. case ASC_CDP:
  17272. case GC_CREATENEWPOISON:
  17273. clif_produceeffect(sd,2,nameid);
  17274. clif_misceffect(&sd->bl,5);
  17275. break;
  17276. case BS_IRON:
  17277. case BS_STEEL:
  17278. case BS_ENCHANTEDSTONE:
  17279. clif_produceeffect(sd,0,nameid);
  17280. clif_misceffect(&sd->bl,3);
  17281. break;
  17282. case RK_RUNEMASTERY:
  17283. clif_produceeffect(sd,4,nameid);
  17284. clif_misceffect(&sd->bl,5);
  17285. break;
  17286. default: //Those that don't require a skill?
  17287. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17288. clif_specialeffect(&sd->bl, 608, AREA);
  17289. if (sd->cook_mastery < 1999)
  17290. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17291. }
  17292. break;
  17293. }
  17294. }
  17295. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17296. int j, k = 0, l;
  17297. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17298. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17299. if (skill_changematerial_db[i].nameid == nameid){
  17300. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17301. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17302. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17303. tmp_item.amount = (isStackable ? total_qty : 1);
  17304. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17305. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17306. clif_additem(sd,0,0,flag);
  17307. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17308. }
  17309. }
  17310. k++;
  17311. }
  17312. }
  17313. break;
  17314. }
  17315. }
  17316. if (k) {
  17317. clif_produceeffect(sd,6,nameid);
  17318. clif_misceffect(&sd->bl,5);
  17319. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17320. return true;
  17321. }
  17322. } else if (tmp_item.amount) { //Success
  17323. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17324. clif_additem(sd,0,0,flag);
  17325. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17326. }
  17327. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17328. clif_produceeffect(sd,6,nameid);
  17329. clif_misceffect(&sd->bl,5);
  17330. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17331. }
  17332. return true;
  17333. }
  17334. }
  17335. //Failure
  17336. // if(log_config.produce)
  17337. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17338. //TODO update PICKLOG
  17339. if (equip) {
  17340. clif_produceeffect(sd,1,nameid);
  17341. clif_misceffect(&sd->bl,2);
  17342. } else {
  17343. switch (skill_id) {
  17344. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17345. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17346. case AM_PHARMACY:
  17347. case AM_TWILIGHT1:
  17348. case AM_TWILIGHT2:
  17349. case AM_TWILIGHT3:
  17350. case GC_CREATENEWPOISON:
  17351. clif_produceeffect(sd,3,nameid);
  17352. clif_misceffect(&sd->bl,6);
  17353. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17354. break;
  17355. case BS_IRON:
  17356. case BS_STEEL:
  17357. case BS_ENCHANTEDSTONE:
  17358. clif_produceeffect(sd,1,nameid);
  17359. clif_misceffect(&sd->bl,2);
  17360. break;
  17361. case RK_RUNEMASTERY:
  17362. clif_produceeffect(sd,5,nameid);
  17363. clif_misceffect(&sd->bl,6);
  17364. break;
  17365. case GN_MIX_COOKING:
  17366. {
  17367. struct item tmp_item;
  17368. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17369. int rate = rnd()%500;
  17370. memset(&tmp_item,0,sizeof(tmp_item));
  17371. if (rate < 50) i = 4;
  17372. else if (rate < 100) i = 2+rnd()%1;
  17373. else if (rate < 250) i = 1;
  17374. else if (rate < 500) i = 0;
  17375. tmp_item.nameid = compensation[i];
  17376. tmp_item.amount = qty;
  17377. tmp_item.identify = 1;
  17378. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17379. clif_additem(sd,0,0,flag);
  17380. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17381. }
  17382. clif_produceeffect(sd,7,nameid);
  17383. clif_misceffect(&sd->bl,6);
  17384. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17385. }
  17386. break;
  17387. case GN_MAKEBOMB:
  17388. case GN_S_PHARMACY:
  17389. case GN_CHANGEMATERIAL:
  17390. clif_produceeffect(sd,7,nameid);
  17391. clif_misceffect(&sd->bl,6);
  17392. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17393. break;
  17394. default:
  17395. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17396. clif_specialeffect(&sd->bl, 609, AREA);
  17397. if (sd->cook_mastery > 0)
  17398. 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 ));
  17399. }
  17400. break;
  17401. }
  17402. }
  17403. return false;
  17404. }
  17405. /**
  17406. * Attempt to create arrow by specified material
  17407. * @param sd Player
  17408. * @param nameid Item ID of material
  17409. * @return True if created, False is failed
  17410. */
  17411. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17412. {
  17413. short i, j, idx = -1;
  17414. struct item tmp_item;
  17415. nullpo_ret(sd);
  17416. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17417. return false;
  17418. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17419. if (nameid == skill_arrow_db[i].nameid) {
  17420. idx = i;
  17421. break;
  17422. }
  17423. }
  17424. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17425. return false;
  17426. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17427. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17428. char flag = 0;
  17429. 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)
  17430. continue;
  17431. memset(&tmp_item,0,sizeof(tmp_item));
  17432. tmp_item.identify = 1;
  17433. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17434. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17435. if (battle_config.produce_item_name_input&0x4) {
  17436. tmp_item.card[0] = CARD0_CREATE;
  17437. tmp_item.card[1] = 0;
  17438. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17439. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17440. }
  17441. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17442. clif_additem(sd,0,0,flag);
  17443. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17444. }
  17445. }
  17446. return true;
  17447. }
  17448. /**
  17449. * Enchant weapon with poison
  17450. * @param sd Player
  17451. * @nameid Item ID of poison type
  17452. */
  17453. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17454. {
  17455. sc_type type;
  17456. int chance, i, val4 = 0;
  17457. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17458. char output[CHAT_SIZE_MAX];
  17459. const char *msg;
  17460. nullpo_ret(sd);
  17461. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17462. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17463. return 0;
  17464. }
  17465. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17466. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17467. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17468. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17469. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  17470. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17471. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  17472. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  17473. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17474. default:
  17475. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17476. return 0;
  17477. }
  17478. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17479. 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
  17480. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17481. sprintf(output, msg_txt(sd,721), msg);
  17482. clif_colormes(sd->fd,color_table[COLOR_WHITE],output);
  17483. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17484. clif_msg(sd,msg);
  17485. #endif*/
  17486. return 0;
  17487. }
  17488. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17489. {
  17490. struct status_change *sc = status_get_sc(bl);
  17491. // non-offensive and non-magic skills do not affect the status
  17492. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17493. return;
  17494. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17495. if (sc->data[SC_MAGICPOWER]->val4) {
  17496. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17497. } else {
  17498. sc->data[SC_MAGICPOWER]->val4 = 1;
  17499. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17500. #ifndef RENEWAL
  17501. if(bl->type == BL_PC){// update current display.
  17502. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17503. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17504. }
  17505. #endif
  17506. }
  17507. }
  17508. }
  17509. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17510. int x, y, i, class_, skill;
  17511. struct mob_data *md;
  17512. nullpo_ret(sd);
  17513. skill = sd->menuskill_val;
  17514. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17515. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17516. return 0;
  17517. }
  17518. // Spawn Position
  17519. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17520. x = sd->sc.comet_x;
  17521. y = sd->sc.comet_y;
  17522. sd->sc.comet_x = sd->sc.comet_y = 0;
  17523. sd->menuskill_val = 0;
  17524. // Item picked decides the mob class
  17525. switch(nameid) {
  17526. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17527. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17528. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17529. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17530. default:
  17531. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17532. return 0;
  17533. }
  17534. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17535. if( md ) {
  17536. struct unit_data *ud = unit_bl2ud(&md->bl);
  17537. md->master_id = sd->bl.id;
  17538. md->special_state.ai = AI_FAW;
  17539. if(ud) {
  17540. ud->skill_id = NC_MAGICDECOY;
  17541. ud->skill_lv = skill;
  17542. }
  17543. if( md->deletetimer != INVALID_TIMER )
  17544. delete_timer(md->deletetimer, mob_timer_delete);
  17545. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17546. mob_spawn(md);
  17547. }
  17548. return 0;
  17549. }
  17550. // Warlock Spellbooks. [LimitLine/3CeAM]
  17551. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  17552. int i, max_preserve, skill_id, point;
  17553. struct status_change *sc;
  17554. nullpo_retv(sd);
  17555. sc = status_get_sc(&sd->bl);
  17556. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17557. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17558. if( sc && !sc->data[i] )
  17559. break;
  17560. }
  17561. if( i > SC_MAXSPELLBOOK ) {
  17562. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17563. return;
  17564. }
  17565. if (!skill_spellbook_count)
  17566. return;
  17567. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17568. if( i == MAX_SKILL_SPELLBOOK_DB )
  17569. return;
  17570. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17571. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17572. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17573. return;
  17574. }
  17575. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17576. point = skill_spellbook_db[i].point;
  17577. if( sc && sc->data[SC_FREEZE_SP] ) {
  17578. if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
  17579. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17580. return;
  17581. }
  17582. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17583. if( !sc->data[i] ){
  17584. sc->data[SC_FREEZE_SP]->val2 += point; // increase points
  17585. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17586. break;
  17587. }
  17588. }
  17589. } else {
  17590. sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
  17591. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17592. }
  17593. // Reading Spell Book SP cost same as the sealed spell.
  17594. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17595. }
  17596. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17597. int lv, prob, aslvl = 0;
  17598. uint16 id, sk_idx = 0;
  17599. nullpo_ret(sd);
  17600. if (sd->sc.data[SC_STOP]) {
  17601. aslvl = sd->sc.data[SC_STOP]->val1;
  17602. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17603. }
  17604. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17605. return 0;
  17606. 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 ) {
  17607. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17608. return 0;
  17609. }
  17610. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17611. lv = min(lv,sd->status.skill[sk_idx].lv);
  17612. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17613. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17614. return 0;
  17615. }
  17616. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17617. int i;
  17618. nullpo_ret(sd);
  17619. nullpo_ret(item_list);
  17620. if( n <= 0 )
  17621. return 1;
  17622. for( i = 0; i < n; i++ ) {
  17623. unsigned short nameid;
  17624. int add_amount, del_amount, idx, product;
  17625. struct item tmp_item;
  17626. idx = item_list[i*2+0]-2;
  17627. del_amount = item_list[i*2+1];
  17628. if( skill_lv == 2 )
  17629. del_amount -= (del_amount % 10);
  17630. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17631. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17632. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17633. return 1;
  17634. }
  17635. switch( nameid ) {
  17636. // Level 1
  17637. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17638. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17639. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17640. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17641. // Level 2
  17642. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17643. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17644. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17645. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17646. default:
  17647. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17648. return 1;
  17649. }
  17650. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17651. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17652. return 1;
  17653. }
  17654. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17655. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17656. return 1;
  17657. }
  17658. memset(&tmp_item,0,sizeof(tmp_item));
  17659. tmp_item.nameid = product;
  17660. tmp_item.amount = add_amount;
  17661. tmp_item.identify = 1;
  17662. if( tmp_item.amount ) {
  17663. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17664. if( flag != 0 ) {
  17665. clif_additem(sd,0,0,flag);
  17666. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17667. }
  17668. }
  17669. }
  17670. return 0;
  17671. }
  17672. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17673. int i, j, k, c, p = 0, amount;
  17674. unsigned short nameid;
  17675. nullpo_ret(sd);
  17676. nullpo_ret(item_list);
  17677. // Search for objects that can be created.
  17678. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17679. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17680. p = 0;
  17681. do {
  17682. c = 0;
  17683. // Verification of overlap between the objects required and the list submitted.
  17684. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17685. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17686. for( k = 0; k < n; k++ ) {
  17687. int idx = item_list[k*2+0]-2;
  17688. nameid = sd->status.inventory[idx].nameid;
  17689. amount = item_list[k*2+1];
  17690. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17691. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17692. return 0;
  17693. }
  17694. 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]
  17695. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17696. c++; // match
  17697. }
  17698. }
  17699. else
  17700. break; // No more items required
  17701. }
  17702. p++;
  17703. } while(n == j && c == n);
  17704. p--;
  17705. if ( p > 0 ) {
  17706. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  17707. return 1;
  17708. }
  17709. }
  17710. }
  17711. if( p == 0)
  17712. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17713. return 0;
  17714. }
  17715. /**
  17716. * For Royal Guard's LG_TRAMPLE
  17717. */
  17718. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17719. {
  17720. struct skill_unit *su = (struct skill_unit *)bl;
  17721. struct skill_unit_group *sg = NULL;
  17722. unsigned int tick;
  17723. nullpo_ret(su);
  17724. tick = va_arg(ap, unsigned int);
  17725. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17726. switch( sg->unit_id ) {
  17727. case UNT_CLAYMORETRAP:
  17728. case UNT_FIRINGTRAP:
  17729. case UNT_ICEBOUNDTRAP:
  17730. 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);
  17731. break;
  17732. case UNT_LANDMINE:
  17733. case UNT_BLASTMINE:
  17734. case UNT_SHOCKWAVE:
  17735. case UNT_SANDMAN:
  17736. case UNT_FLASHER:
  17737. case UNT_FREEZINGTRAP:
  17738. case UNT_CLUSTERBOMB:
  17739. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17740. break;
  17741. }
  17742. // Traps aren't recovered.
  17743. skill_delunit(su);
  17744. }
  17745. return 0;
  17746. }
  17747. /*==========================================
  17748. *
  17749. *------------------------------------------*/
  17750. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17751. int i;
  17752. nullpo_retr(-1, sd);
  17753. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17754. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17755. }
  17756. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17757. struct map_session_data *sd = map_id2sd(id);
  17758. int i = (int)data;
  17759. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17760. return 0;
  17761. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17762. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17763. return 0;
  17764. }
  17765. aFree(sd->scd[i]);
  17766. sd->scd[i] = NULL;
  17767. return 1;
  17768. }
  17769. /**
  17770. * Flags a singular skill as being blocked from persistent usage.
  17771. * @param sd the player the skill delay affects
  17772. * @param skill_id the skill which should be delayed
  17773. * @param tick the length of time the delay should last
  17774. * @param load whether this assignment is being loaded upon player login
  17775. * @return 0 if successful, -1 otherwise
  17776. */
  17777. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17778. int i;
  17779. nullpo_retr(-1, sd);
  17780. if (!skill_id || tick < 1)
  17781. return -1;
  17782. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17783. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17784. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17785. aFree(sd->scd[i]);
  17786. sd->scd[i] = NULL;
  17787. }
  17788. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17789. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17790. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17791. sd->scd[i]->skill_id = skill_id;
  17792. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17793. if (battle_config.display_status_timers && tick > 0)
  17794. clif_skill_cooldown(sd, skill_id, tick);
  17795. return 1;
  17796. } else {
  17797. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17798. return 0;
  17799. }
  17800. }
  17801. int skill_blockpc_clear(struct map_session_data *sd) {
  17802. int i;
  17803. nullpo_ret(sd);
  17804. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17805. if (!sd->scd[i])
  17806. continue;
  17807. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17808. aFree(sd->scd[i]);
  17809. sd->scd[i] = NULL;
  17810. }
  17811. return 1;
  17812. }
  17813. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17814. {
  17815. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17816. if (data <= 0 || data >= SKILL_MAX_DB())
  17817. return 0;
  17818. if (hd)
  17819. hd->blockskill[data] = 0;
  17820. return 1;
  17821. }
  17822. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17823. {
  17824. uint16 idx = skill_get_index(skill_id);
  17825. nullpo_retr(-1, hd);
  17826. if (!idx)
  17827. return -1;
  17828. if (tick < 1) {
  17829. hd->blockskill[idx] = 0;
  17830. return -1;
  17831. }
  17832. hd->blockskill[idx] = 1;
  17833. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17834. }
  17835. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17836. {
  17837. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17838. if( data <= 0 || data >= SKILL_MAX_DB() )
  17839. return 0;
  17840. if( md )
  17841. md->blockskill[data] = 0;
  17842. return 1;
  17843. }
  17844. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17845. {
  17846. uint16 idx = skill_get_index(skill_id);
  17847. nullpo_retr(-1, md);
  17848. if( !idx )
  17849. return -1;
  17850. if( tick < 1 ) {
  17851. md->blockskill[idx] = 0;
  17852. return -1;
  17853. }
  17854. md->blockskill[idx] = 1;
  17855. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17856. }
  17857. /**
  17858. * Adds a new skill unit entry for this player to recast after map load
  17859. * @param sd: Player
  17860. * @param skill_id: Skill ID to save
  17861. * @param skill_lv: Skill level to save
  17862. */
  17863. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  17864. {
  17865. struct skill_usave *sus = NULL;
  17866. if (idb_exists(skillusave_db,sd->status.char_id))
  17867. idb_remove(skillusave_db,sd->status.char_id);
  17868. CREATE(sus, struct skill_usave, 1);
  17869. idb_put(skillusave_db, sd->status.char_id, sus);
  17870. sus->skill_id = skill_id;
  17871. sus->skill_lv = skill_lv;
  17872. }
  17873. /**
  17874. * Loads saved skill unit entries for this player after map load
  17875. * @param sd: Player
  17876. */
  17877. void skill_usave_trigger(struct map_session_data *sd)
  17878. {
  17879. struct skill_usave *sus = NULL;
  17880. struct skill_unit_group *group = NULL;
  17881. if (!(sus = idb_get(skillusave_db,sd->status.char_id)))
  17882. return;
  17883. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  17884. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  17885. 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));
  17886. idb_remove(skillusave_db, sd->status.char_id);
  17887. }
  17888. /*
  17889. *
  17890. */
  17891. int skill_split_str (char *str, char **val, int num)
  17892. {
  17893. int i;
  17894. for( i = 0; i < num && str; i++ ) {
  17895. val[i] = str;
  17896. str = strchr(str,',');
  17897. if( str )
  17898. *str++ = 0;
  17899. }
  17900. return i;
  17901. }
  17902. /**
  17903. * Split the string with ':' as separator and put each value for a skilllv
  17904. * if no more value found put the latest to fill the array
  17905. * @param str : string to split
  17906. * @param val : array of MAX_SKILL_LEVEL to put value into
  17907. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  17908. */
  17909. int skill_split_atoi (char *str, int *val)
  17910. {
  17911. int i, j, step = 1;
  17912. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  17913. if (!str) break;
  17914. val[i] = atoi(str);
  17915. str = strchr(str,':');
  17916. if (str)
  17917. *str++=0;
  17918. }
  17919. if(i==0) //No data found.
  17920. return 0;
  17921. if(i==1) { //Single value, have the whole range have the same value.
  17922. for (; i < MAX_SKILL_LEVEL; i++)
  17923. val[i] = val[i-1];
  17924. return i;
  17925. }
  17926. //Check for linear change with increasing steps until we reach half of the data acquired.
  17927. for (step = 1; step <= i/2; step++) {
  17928. int diff = val[i-1] - val[i-step-1];
  17929. for(j = i-1; j >= step; j--)
  17930. if ((val[j]-val[j-step]) != diff)
  17931. break;
  17932. if (j>=step) //No match, try next step.
  17933. continue;
  17934. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17935. val[i] = val[i-step]+diff;
  17936. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17937. { val[i] = 1; diff = 0; step = 1; }
  17938. }
  17939. return i;
  17940. }
  17941. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17942. for (;i<MAX_SKILL_LEVEL; i++)
  17943. val[i] = val[i-1];
  17944. return i;
  17945. }
  17946. /*
  17947. *
  17948. */
  17949. void skill_init_unit_layout (void) {
  17950. int i,j,pos = 0;
  17951. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17952. // standard square layouts go first
  17953. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17954. int size = i*2+1;
  17955. skill_unit_layout[i].count = size*size;
  17956. for (j=0; j<size*size; j++) {
  17957. skill_unit_layout[i].dx[j] = (j%size-i);
  17958. skill_unit_layout[i].dy[j] = (j/size-i);
  17959. }
  17960. }
  17961. // afterwards add special ones
  17962. pos = i;
  17963. for (i = 0; i < SKILL_MAX_DB(); i++) {
  17964. uint16 skill_id = 0;
  17965. if (!skill_db[i])
  17966. continue;
  17967. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  17968. continue;
  17969. skill_id = skill_idx2id(i);
  17970. if( skill_id == EL_FIRE_MANTLE ) {
  17971. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17972. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17973. skill_unit_layout[pos].count = 8;
  17974. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17975. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17976. } else {
  17977. switch (skill_id) {
  17978. case MG_FIREWALL:
  17979. case WZ_ICEWALL:
  17980. case WL_EARTHSTRAIN:
  17981. case RL_FIRE_RAIN:
  17982. // these will be handled later
  17983. break;
  17984. case PR_SANCTUARY:
  17985. case NPC_EVILLAND: {
  17986. static const int dx[] = {
  17987. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17988. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17989. static const int dy[]={
  17990. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17991. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17992. skill_unit_layout[pos].count = 21;
  17993. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17994. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17995. }
  17996. break;
  17997. case PR_MAGNUS: {
  17998. static const int dx[] = {
  17999. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18000. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18001. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  18002. static const int dy[] = {
  18003. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18004. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18005. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  18006. skill_unit_layout[pos].count = 33;
  18007. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18008. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18009. }
  18010. break;
  18011. case AS_VENOMDUST: {
  18012. static const int dx[] = {-1, 0, 0, 0, 1};
  18013. static const int dy[] = { 0,-1, 0, 1, 0};
  18014. skill_unit_layout[pos].count = 5;
  18015. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18016. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18017. }
  18018. break;
  18019. case CR_GRANDCROSS:
  18020. case NPC_GRANDDARKNESS: {
  18021. static const int dx[] = {
  18022. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  18023. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  18024. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  18025. static const int dy[] = {
  18026. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  18027. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  18028. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  18029. skill_unit_layout[pos].count = 29;
  18030. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18031. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18032. }
  18033. break;
  18034. case PF_FOGWALL: {
  18035. static const int dx[] = {
  18036. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  18037. static const int dy[] = {
  18038. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  18039. skill_unit_layout[pos].count = 15;
  18040. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18041. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18042. }
  18043. break;
  18044. case PA_GOSPEL: {
  18045. static const int dx[] = {
  18046. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18047. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18048. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  18049. -1, 0, 1};
  18050. static const int dy[] = {
  18051. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18052. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18053. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  18054. 3, 3, 3};
  18055. skill_unit_layout[pos].count = 33;
  18056. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18057. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18058. }
  18059. break;
  18060. case NJ_KAENSIN: {
  18061. 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};
  18062. 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};
  18063. skill_unit_layout[pos].count = 24;
  18064. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18065. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18066. }
  18067. break;
  18068. case NJ_TATAMIGAESHI: {
  18069. //Level 1 (count 4, cross of 3x3)
  18070. static const int dx1[] = {-1, 1, 0, 0};
  18071. static const int dy1[] = { 0, 0,-1, 1};
  18072. //Level 2-3 (count 8, cross of 5x5)
  18073. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  18074. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  18075. //Level 4-5 (count 12, cross of 7x7
  18076. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  18077. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  18078. //lv1
  18079. j = 0;
  18080. skill_unit_layout[pos].count = 4;
  18081. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  18082. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  18083. skill_db[i]->unit_layout_type[j] = pos;
  18084. //lv2/3
  18085. j++;
  18086. pos++;
  18087. skill_unit_layout[pos].count = 8;
  18088. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  18089. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  18090. skill_db[i]->unit_layout_type[j] = pos;
  18091. skill_db[i]->unit_layout_type[++j] = pos;
  18092. //lv4/5
  18093. j++;
  18094. pos++;
  18095. skill_unit_layout[pos].count = 12;
  18096. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  18097. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  18098. skill_db[i]->unit_layout_type[j] = pos;
  18099. skill_db[i]->unit_layout_type[++j] = pos;
  18100. //Fill in the rest using lv 5.
  18101. for (;j<MAX_SKILL_LEVEL;j++)
  18102. skill_db[i]->unit_layout_type[j] = pos;
  18103. //Skip, this way the check below will fail and continue to the next skill.
  18104. pos++;
  18105. }
  18106. break;
  18107. case GN_WALLOFTHORN: {
  18108. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  18109. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  18110. skill_unit_layout[pos].count = 16;
  18111. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18112. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18113. }
  18114. break;
  18115. default:
  18116. ShowError("unknown unit layout at skill %d\n",i);
  18117. break;
  18118. }
  18119. }
  18120. if (!skill_unit_layout[pos].count)
  18121. continue;
  18122. for (j=0;j<MAX_SKILL_LEVEL;j++)
  18123. skill_db[i]->unit_layout_type[j] = pos;
  18124. pos++;
  18125. }
  18126. // firewall and icewall have 8 layouts (direction-dependent)
  18127. firewall_unit_pos = pos;
  18128. for (i=0;i<8;i++) {
  18129. if (i&1) {
  18130. skill_unit_layout[pos].count = 5;
  18131. if (i&0x2) {
  18132. int dx[] = {-1,-1, 0, 0, 1};
  18133. int dy[] = { 1, 0, 0,-1,-1};
  18134. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18135. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18136. } else {
  18137. int dx[] = { 1, 1 ,0, 0,-1};
  18138. int dy[] = { 1, 0, 0,-1,-1};
  18139. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18140. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18141. }
  18142. } else {
  18143. skill_unit_layout[pos].count = 3;
  18144. if (i%4==0) {
  18145. int dx[] = {-1, 0, 1};
  18146. int dy[] = { 0, 0, 0};
  18147. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18148. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18149. } else {
  18150. int dx[] = { 0, 0, 0};
  18151. int dy[] = {-1, 0, 1};
  18152. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18153. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18154. }
  18155. }
  18156. pos++;
  18157. }
  18158. icewall_unit_pos = pos;
  18159. for (i=0;i<8;i++) {
  18160. skill_unit_layout[pos].count = 5;
  18161. if (i&1) {
  18162. if (i&0x2) {
  18163. int dx[] = {-2,-1, 0, 1, 2};
  18164. int dy[] = { 2, 1, 0,-1,-2};
  18165. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18166. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18167. } else {
  18168. int dx[] = { 2, 1 ,0,-1,-2};
  18169. int dy[] = { 2, 1, 0,-1,-2};
  18170. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18171. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18172. }
  18173. } else {
  18174. if (i%4==0) {
  18175. int dx[] = {-2,-1, 0, 1, 2};
  18176. int dy[] = { 0, 0, 0, 0, 0};
  18177. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18178. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18179. } else {
  18180. int dx[] = { 0, 0, 0, 0, 0};
  18181. int dy[] = {-2,-1, 0, 1, 2};
  18182. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18183. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18184. }
  18185. }
  18186. pos++;
  18187. }
  18188. earthstrain_unit_pos = pos;
  18189. for( i = 0; i < 8; i++ )
  18190. { // For each Direction
  18191. skill_unit_layout[pos].count = 15;
  18192. switch( i )
  18193. {
  18194. case 0: case 1: case 3: case 4: case 5: case 7:
  18195. {
  18196. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18197. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18198. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18199. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18200. }
  18201. break;
  18202. case 2:
  18203. case 6:
  18204. {
  18205. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18206. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18207. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18208. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18209. }
  18210. break;
  18211. }
  18212. pos++;
  18213. }
  18214. firerain_unit_pos = pos;
  18215. for( i = 0; i < 8; i++ ) {
  18216. skill_unit_layout[pos].count = 3;
  18217. switch( i ) {
  18218. case 0: case 1: case 3: case 4: case 5: case 7:
  18219. {
  18220. static const int dx[] = {-1, 0, 1};
  18221. static const int dy[] = { 0, 0, 0};
  18222. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18223. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18224. }
  18225. break;
  18226. case 2:
  18227. case 6:
  18228. {
  18229. static const int dx[] = { 0, 0, 0};
  18230. static const int dy[] = {-1, 0, 1};
  18231. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18232. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18233. }
  18234. break;
  18235. }
  18236. pos++;
  18237. }
  18238. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18239. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18240. }
  18241. void skill_init_nounit_layout (void) {
  18242. int i, pos = 0;
  18243. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18244. overbrand_nounit_pos = pos;
  18245. for( i = 0; i < 8; i++ ) {
  18246. if( i&1 ) {
  18247. skill_nounit_layout[pos].count = 33;
  18248. if( i&2 ) {
  18249. if( i&4 ) { // 7
  18250. 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};
  18251. 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};
  18252. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18253. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18254. } else { // 3
  18255. 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};
  18256. 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};
  18257. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18258. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18259. }
  18260. } else {
  18261. if( i&4 ) { // 5
  18262. 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};
  18263. 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};
  18264. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18265. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18266. } else { // 1
  18267. 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};
  18268. 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};
  18269. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18270. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18271. }
  18272. }
  18273. } else {
  18274. skill_nounit_layout[pos].count = 21;
  18275. if( i&2 ) {
  18276. if( i&4 ) { // 6
  18277. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18278. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18279. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18280. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18281. } else { // 2
  18282. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18283. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18284. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18285. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18286. }
  18287. } else {
  18288. if( i&4 ) { // 4
  18289. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18290. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18291. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18292. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18293. } else { // 0
  18294. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18295. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18296. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18297. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18298. }
  18299. }
  18300. }
  18301. pos++;
  18302. }
  18303. overbrand_brandish_nounit_pos = pos;
  18304. for( i = 0; i < 8; i++ ) {
  18305. if( i&1 ) {
  18306. skill_nounit_layout[pos].count = 74;
  18307. if( i&2 ) {
  18308. if( i&4 ) { // 7
  18309. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18310. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18311. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18312. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18313. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18314. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18315. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18316. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18317. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18318. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18319. } else { // 3
  18320. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18321. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18322. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18323. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18324. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18325. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18326. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18327. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18328. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18329. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18330. }
  18331. } else {
  18332. if( i&4 ) { // 5
  18333. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18334. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18335. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18336. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18337. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18338. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18339. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18340. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18341. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18342. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18343. } else { // 1
  18344. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18345. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18346. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18347. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18348. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18349. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18350. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18351. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18352. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18353. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18354. }
  18355. }
  18356. } else {
  18357. skill_nounit_layout[pos].count = 44;
  18358. if( i&2 ) {
  18359. if( i&4 ) { // 6
  18360. 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};
  18361. 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};
  18362. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18363. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18364. } else { // 2
  18365. 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};
  18366. 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};
  18367. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18368. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18369. }
  18370. } else {
  18371. if( i&4 ) { // 4
  18372. 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};
  18373. 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};
  18374. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18375. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18376. } else { // 0
  18377. 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};
  18378. 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};
  18379. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18380. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18381. }
  18382. }
  18383. }
  18384. pos++;
  18385. }
  18386. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18387. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18388. }
  18389. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18390. int inf = 0;
  18391. int inf3 = 0;
  18392. struct status_change *sc = status_get_sc(bl);
  18393. if( !sc || !bl || !skill_id )
  18394. return 0; // Can do it
  18395. inf3 = skill_get_inf3(skill_id);
  18396. switch (type) {
  18397. case SC_ANKLE:
  18398. if (skill_id == AL_TELEPORT)
  18399. return 1;
  18400. break;
  18401. case SC_STASIS:
  18402. inf = skill_get_inf2(skill_id);
  18403. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  18404. return 1; // Can't do it.
  18405. if( inf3&INF3_STATIS_BL)
  18406. return 1;
  18407. break;
  18408. case SC_KAGEHUMI:
  18409. if( inf3&INF3_KAGEHUMI_BL)
  18410. return 1;
  18411. case SC_BITE:
  18412. if (inf3&INF3_BITE_BLOCK)
  18413. return 1;
  18414. break;
  18415. }
  18416. return 0;
  18417. }
  18418. /* Determines whether a skill is currently active or not
  18419. * Used for purposes of cancelling SP usage when disabling a skill
  18420. */
  18421. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18422. {
  18423. switch( skill_id ) { //HP & SP Consumption Check
  18424. case BS_MAXIMIZE:
  18425. case NV_TRICKDEAD:
  18426. case TF_HIDING:
  18427. case AS_CLOAKING:
  18428. case GC_CLOAKINGEXCEED:
  18429. case ST_CHASEWALK:
  18430. case CR_DEFENDER:
  18431. case CR_SHRINK:
  18432. case CR_AUTOGUARD:
  18433. case ML_DEFENDER:
  18434. case ML_AUTOGUARD:
  18435. case PA_GOSPEL:
  18436. case GS_GATLINGFEVER:
  18437. case TK_READYCOUNTER:
  18438. case TK_READYDOWN:
  18439. case TK_READYSTORM:
  18440. case TK_READYTURN:
  18441. case TK_RUN:
  18442. case SG_FUSION:
  18443. case KO_YAMIKUMO:
  18444. case RA_WUGDASH:
  18445. case RA_CAMOUFLAGE:
  18446. if( sc->data[status_skill2sc(skill_id)] )
  18447. return 1;
  18448. break;
  18449. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18450. case NC_NEUTRALBARRIER:
  18451. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18452. return 1;
  18453. break;
  18454. case NC_STEALTHFIELD:
  18455. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18456. return 1;
  18457. break;
  18458. }
  18459. return 0;
  18460. }
  18461. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18462. int type = 0;
  18463. switch( skill_id ) {
  18464. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18465. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18466. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18467. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18468. }
  18469. type += skill_lv - 1;
  18470. return type;
  18471. }
  18472. /**
  18473. * Check before do `unit_movepos` call
  18474. * @param check_flag Flags: 1:Check for BG map, 2:Check for GVG map on WOE, 4:Check for GVG map
  18475. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  18476. **/
  18477. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  18478. nullpo_retr(false, bl);
  18479. if (check_flag&1 && map[bl->m].flag.battleground)
  18480. return false;
  18481. if (check_flag&2 && map_flag_gvg(bl->m))
  18482. return false;
  18483. if (check_flag&4 && map_flag_gvg2(bl->m))
  18484. return false;
  18485. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  18486. }
  18487. /*==========================================
  18488. * sub-function of DB reading.
  18489. * skill_db.txt
  18490. *------------------------------------------*/
  18491. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18492. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18493. uint16 skill_id = atoi(split[0]);
  18494. uint16 idx = skill_get_index2(skill_id);
  18495. if (!idx) {
  18496. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18497. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18498. return false;
  18499. }
  18500. idx = skill_db_create(skill_id);
  18501. }
  18502. skill_split_atoi(split[1],skill_db[idx]->range);
  18503. skill_db[idx]->hit = atoi(split[2]);
  18504. skill_db[idx]->inf = atoi(split[3]);
  18505. skill_split_atoi(split[4],skill_db[idx]->element);
  18506. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18507. skill_split_atoi(split[6],skill_db[idx]->splash);
  18508. skill_db[idx]->max = atoi(split[7]);
  18509. skill_split_atoi(split[8],skill_db[idx]->num);
  18510. if( strcmpi(split[9],"yes") == 0 )
  18511. skill_db[idx]->castcancel = true;
  18512. else
  18513. skill_db[idx]->castcancel = false;
  18514. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18515. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18516. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18517. if( strcmpi(split[13],"weapon") == 0 )
  18518. skill_db[idx]->skill_type = BF_WEAPON;
  18519. else if( strcmpi(split[13],"magic") == 0 )
  18520. skill_db[idx]->skill_type = BF_MAGIC;
  18521. else if( strcmpi(split[13],"misc") == 0 )
  18522. skill_db[idx]->skill_type = BF_MISC;
  18523. else
  18524. skill_db[idx]->skill_type = 0;
  18525. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18526. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18527. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18528. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18529. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18530. return true;
  18531. }
  18532. /**
  18533. * Split string to int by constant value (const.txt) or atoi()
  18534. * @param *str: String input
  18535. * @param *val: Temporary storage
  18536. * @param *delim: Delimiter (for multiple value support)
  18537. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18538. * @param max: Maximum number that can be allocated
  18539. * @return count: Number of success
  18540. */
  18541. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18542. uint8 i = 0;
  18543. char *p = strtok(str, delim);
  18544. while (p != NULL) {
  18545. int n = min_value;
  18546. trim(p);
  18547. if (ISDIGIT(p[0])) // If using numeric
  18548. n = atoi(p);
  18549. else if (!script_get_constant(p, &n)) { // If using constant value
  18550. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18551. p = strtok(NULL, delim);
  18552. continue;
  18553. }
  18554. if (n > min_value) {
  18555. val[i] = n;
  18556. i++;
  18557. if (i >= max)
  18558. break;
  18559. }
  18560. p = strtok(NULL, delim);
  18561. }
  18562. return i;
  18563. }
  18564. /// Clear status data from skill requirement
  18565. static void skill_destroy_requirement(uint16 idx) {
  18566. if (skill_db[idx]->require.status_count)
  18567. aFree(skill_db[idx]->require.status);
  18568. skill_db[idx]->require.status = NULL;
  18569. skill_db[idx]->require.status_count = 0;
  18570. if (skill_db[idx]->require.eqItem_count)
  18571. aFree(skill_db[idx]->require.eqItem);
  18572. skill_db[idx]->require.eqItem = NULL;
  18573. skill_db[idx]->require.eqItem_count = 0;
  18574. }
  18575. /**
  18576. * Read skill requirement from skill_require_db.txt
  18577. * 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
  18578. */
  18579. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18580. {
  18581. char* p;
  18582. uint16 idx, i;
  18583. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18584. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18585. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18586. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18587. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18588. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18589. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18590. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18591. p = split[7];
  18592. while (p) {
  18593. int l = atoi(p);
  18594. if( l == 99 ) { // Any weapon
  18595. skill_db[idx]->require.weapon = 0;
  18596. break;
  18597. } else
  18598. skill_db[idx]->require.weapon |= 1<<l;
  18599. p = strchr(p,':');
  18600. if(!p)
  18601. break;
  18602. p++;
  18603. }
  18604. //Ammo type that required, see doc/item_db for ammo types (View column)
  18605. p = split[8];
  18606. while (p) {
  18607. int l = atoi(p);
  18608. if( l == 99 ) { // Any ammo type
  18609. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18610. break;
  18611. } else if( l ) // 0 stands for no requirement
  18612. skill_db[idx]->require.ammo |= 1<<l;
  18613. p = strchr(p,':');
  18614. if( !p )
  18615. break;
  18616. p++;
  18617. }
  18618. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18619. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18620. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18621. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18622. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18623. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18624. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18625. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18626. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18627. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18628. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18629. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18630. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18631. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18632. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  18633. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18634. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18635. //Status requirements
  18636. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18637. trim(split[11]);
  18638. if (split[11][0] != '\0' || atoi(split[11])) {
  18639. int require[MAX_SKILL_STATUS_REQUIRE];
  18640. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18641. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18642. for (i = 0; i < skill_db[idx]->require.status_count; i++){
  18643. //todo add a check if possible here
  18644. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18645. }
  18646. }
  18647. }
  18648. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18649. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18650. uint16 itemid = atoi(split[13 + 2 * i]);
  18651. if (itemid > 0 && !itemdb_exists(itemid) ) {
  18652. ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0]));
  18653. return false;
  18654. }
  18655. skill_db[idx]->require.itemid[i] = itemid;
  18656. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  18657. }
  18658. //Equipped Item requirements.
  18659. trim(split[33]);
  18660. if (split[33][0] != '\0' || atoi(split[33])) {
  18661. int require[MAX_SKILL_EQUIP_REQUIRE];
  18662. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18663. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  18664. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){
  18665. if (require[i] > 0 && !itemdb_exists(require[i])) {
  18666. ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0]));
  18667. aFree(skill_db[idx]->require.eqItem); //don't need to retain this
  18668. skill_db[idx]->require.eqItem_count = 0;
  18669. return false;
  18670. }
  18671. skill_db[idx]->require.eqItem[i] = require[i];
  18672. }
  18673. }
  18674. }
  18675. return true;
  18676. }
  18677. /** Reads skill cast db
  18678. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18679. */
  18680. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18681. {
  18682. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18683. skill_split_atoi(split[1],skill_db[idx]->cast);
  18684. skill_split_atoi(split[2],skill_db[idx]->delay);
  18685. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  18686. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  18687. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  18688. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  18689. #ifdef RENEWAL_CAST
  18690. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  18691. #endif
  18692. return true;
  18693. }
  18694. /** Reads skill cast no dex db
  18695. * Structure: SkillID,Cast,Delay (optional)
  18696. */
  18697. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18698. {
  18699. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18700. skill_db[idx]->castnodex = atoi(split[1]);
  18701. if( split[2] ) // optional column
  18702. skill_db[idx]->delaynodex = atoi(split[2]);
  18703. return true;
  18704. }
  18705. /** Reads skill no cast db
  18706. * Structure: SkillID,Flag
  18707. */
  18708. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18709. {
  18710. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18711. skill_db[idx]->nocast |= atoi(split[1]);
  18712. return true;
  18713. }
  18714. /** Reads skill unit db
  18715. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18716. */
  18717. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18718. {
  18719. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18720. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  18721. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  18722. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  18723. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  18724. skill_db[idx]->unit_interval = atoi(split[5]);
  18725. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18726. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18727. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  18728. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  18729. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  18730. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  18731. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  18732. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  18733. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18734. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  18735. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  18736. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  18737. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18738. skill_db[idx]->unit_target = BCT_NOENEMY;
  18739. //By default, target just characters.
  18740. skill_db[idx]->unit_target |= BL_CHAR;
  18741. if (skill_db[idx]->unit_flag&UF_NOPC)
  18742. skill_db[idx]->unit_target &= ~BL_PC;
  18743. if (skill_db[idx]->unit_flag&UF_NOMOB)
  18744. skill_db[idx]->unit_target &= ~BL_MOB;
  18745. if (skill_db[idx]->unit_flag&UF_SKILL)
  18746. skill_db[idx]->unit_target |= BL_SKILL;
  18747. return true;
  18748. }
  18749. /** Reads Produce db
  18750. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18751. */
  18752. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18753. {
  18754. unsigned short x, y;
  18755. unsigned short id = atoi(split[0]);
  18756. unsigned short nameid = 0;
  18757. bool found = false;
  18758. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18759. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18760. return false;
  18761. }
  18762. // Clear previous data, for importing support
  18763. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18764. // Import just for clearing/disabling from original data
  18765. if (!(nameid = atoi(split[1]))) {
  18766. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18767. return true;
  18768. }
  18769. if (!itemdb_exists(nameid)) {
  18770. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18771. return false;
  18772. }
  18773. skill_produce_db[id].nameid = nameid;
  18774. skill_produce_db[id].itemlv = atoi(split[2]);
  18775. skill_produce_db[id].req_skill = atoi(split[3]);
  18776. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18777. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18778. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18779. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18780. }
  18781. if (!found)
  18782. skill_produce_count++;
  18783. return true;
  18784. }
  18785. /** Reads create arrow db
  18786. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18787. */
  18788. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18789. {
  18790. unsigned short x, y, i, material_id = atoi(split[0]);
  18791. if (!(itemdb_exists(material_id))) {
  18792. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18793. return false;
  18794. }
  18795. //search if we override something, (if not i=last idx)
  18796. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18797. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18798. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18799. return false;
  18800. }
  18801. // Import just for clearing/disabling from original data
  18802. if (atoi(split[1]) == 0) {
  18803. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18804. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18805. return true;
  18806. }
  18807. skill_arrow_db[i].nameid = material_id;
  18808. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18809. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18810. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18811. }
  18812. if (i == skill_arrow_count)
  18813. skill_arrow_count++;
  18814. return true;
  18815. }
  18816. /** Reads Spell book db
  18817. * Structure: SkillID,PreservePoints,RequiredBook
  18818. */
  18819. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18820. {
  18821. unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]);
  18822. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18823. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18824. if (!skill_get_inf(skill_id))
  18825. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18826. else {
  18827. unsigned short i;
  18828. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18829. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18830. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18831. return false;
  18832. }
  18833. // Import just for clearing/disabling from original data
  18834. if (points == 0) {
  18835. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18836. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18837. return true;
  18838. }
  18839. skill_spellbook_db[i].skill_id = skill_id;
  18840. skill_spellbook_db[i].point = points;
  18841. skill_spellbook_db[i].nameid = nameid;
  18842. if (i == skill_spellbook_count)
  18843. skill_spellbook_count++;
  18844. return true;
  18845. }
  18846. return false;
  18847. }
  18848. /** Reads improvise db
  18849. * Structure: SkillID,Rate
  18850. */
  18851. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18852. {
  18853. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18854. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18855. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18856. return false;
  18857. }
  18858. if ( !skill_get_inf(skill_id) ) {
  18859. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18860. return false;
  18861. }
  18862. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  18863. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  18864. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  18865. return false;
  18866. }
  18867. // Import just for clearing/disabling from original data
  18868. if (per == 0) {
  18869. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  18870. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  18871. return true;
  18872. }
  18873. skill_improvise_db[i].skill_id = skill_id;
  18874. skill_improvise_db[i].per = per; // Still need confirm it.
  18875. if (i == skill_improvise_count)
  18876. skill_improvise_count++;
  18877. return true;
  18878. }
  18879. /** Reads Magic mushroom db
  18880. * Structure: SkillID
  18881. */
  18882. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  18883. {
  18884. unsigned short i, skill_id = atoi(split[0]);
  18885. bool rem = (atoi(split[1]) == 1 ? true : false);
  18886. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18887. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  18888. return false;
  18889. }
  18890. if (!skill_get_inf(skill_id)) {
  18891. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18892. return false;
  18893. }
  18894. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  18895. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  18896. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  18897. return false;
  18898. }
  18899. // Import just for clearing/disabling from original data
  18900. if (rem) {
  18901. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  18902. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  18903. return true;
  18904. }
  18905. skill_magicmushroom_db[i].skill_id = skill_id;
  18906. if (i == skill_magicmushroom_count)
  18907. skill_magicmushroom_count++;
  18908. return true;
  18909. }
  18910. /** Reads db of copyable skill
  18911. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  18912. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  18913. */
  18914. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  18915. {
  18916. int16 id = 0;
  18917. uint8 option = 0;
  18918. trim(split[0]);
  18919. if (ISDIGIT(split[0][0]))
  18920. id = atoi(split[0]);
  18921. else
  18922. id = skill_name2id(split[0]);
  18923. id = skill_db_isset(id, __FUNCTION__);
  18924. if ((option = atoi(split[1])) > 3) {
  18925. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  18926. return false;
  18927. }
  18928. // Import just for clearing/disabling from original data
  18929. if (option == 0) {
  18930. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  18931. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  18932. return true;
  18933. }
  18934. skill_db[id]->copyable.option = option;
  18935. skill_db[id]->copyable.joballowed = 63;
  18936. if (atoi(split[2]))
  18937. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  18938. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  18939. return true;
  18940. }
  18941. /** Reads additional range for distance checking from NPC [Cydh]
  18942. * Structure: SkillName,AdditionalRange{,NPC Type}
  18943. * SkillID,AdditionalRange{,NPC Type}
  18944. */
  18945. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  18946. {
  18947. uint16 id = 0;
  18948. trim(split[0]);
  18949. if (ISDIGIT(split[0][0]))
  18950. id = atoi(split[0]);
  18951. else
  18952. id = skill_name2id(split[0]);
  18953. id = skill_db_isset(id, __FUNCTION__);
  18954. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  18955. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  18956. return true;
  18957. }
  18958. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  18959. * Structure: SkillID,DummyName,RatePerLvl
  18960. */
  18961. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  18962. {
  18963. unsigned short i, skill_id = atoi(split[0]);
  18964. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18965. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  18966. return false;
  18967. }
  18968. if (!skill_get_inf(skill_id)) {
  18969. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18970. return false;
  18971. }
  18972. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  18973. if (i >= ARRAYLENGTH(skill_abra_db)) {
  18974. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  18975. return false;
  18976. }
  18977. // Import just for clearing/disabling from original data
  18978. if (strcmp(split[1],"clear") == 0) {
  18979. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  18980. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  18981. return true;
  18982. }
  18983. skill_abra_db[i].skill_id = skill_id;
  18984. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  18985. skill_split_atoi(split[2],skill_abra_db[i].per);
  18986. if (i == skill_abra_count)
  18987. skill_abra_count++;
  18988. return true;
  18989. }
  18990. /** Reads change material db
  18991. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  18992. */
  18993. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  18994. {
  18995. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  18996. short rate = atoi(split[2]);
  18997. bool found = false;
  18998. int x, y;
  18999. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  19000. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  19001. return false;
  19002. }
  19003. // Clear previous data, for importing support
  19004. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  19005. found = true;
  19006. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19007. }
  19008. // Import just for clearing/disabling from original data
  19009. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  19010. if (nameid == 0) {
  19011. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19012. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  19013. return true;
  19014. }
  19015. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  19016. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  19017. if (skill_produce_db[x].nameid == nameid)
  19018. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  19019. break;
  19020. }
  19021. if (x >= MAX_SKILL_PRODUCE_DB) {
  19022. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  19023. return false;
  19024. }
  19025. skill_changematerial_db[id].nameid = nameid;
  19026. skill_changematerial_db[id].rate = rate;
  19027. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  19028. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  19029. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  19030. }
  19031. if (!found)
  19032. skill_changematerial_count++;
  19033. return true;
  19034. }
  19035. #ifdef ADJUST_SKILL_DAMAGE
  19036. /**
  19037. * Reads skill damage adjustment
  19038. * @author [Lilith]
  19039. */
  19040. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  19041. {
  19042. uint16 id = 0;
  19043. trim(split[0]);
  19044. if (ISDIGIT(split[0][0]))
  19045. id = atoi(split[0]);
  19046. else
  19047. id = skill_name2id(split[0]);
  19048. id = skill_db_isset(id, __FUNCTION__);
  19049. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  19050. skill_db[id]->damage.caster |= atoi(split[1]);
  19051. skill_db[id]->damage.map |= atoi(split[2]);
  19052. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  19053. if (split[3])
  19054. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  19055. if (split[4])
  19056. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  19057. if (split[5])
  19058. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  19059. return true;
  19060. }
  19061. #endif
  19062. /**
  19063. * Init dummy skill db also init Skill DB allocation
  19064. * @param skill_id
  19065. * @return Skill Index
  19066. **/
  19067. static uint16 skill_db_create(uint16 skill_id) {
  19068. if (skill_num >= MAX_SKILL) {
  19069. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  19070. return 0;
  19071. }
  19072. if (!skill_num)
  19073. CREATE(skill_db, struct s_skill_db *, 1);
  19074. else
  19075. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  19076. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  19077. if (skill_id > 0) {
  19078. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  19079. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  19080. }
  19081. skill_db[skill_num]->nameid = skill_id;
  19082. uidb_iput(skilldb_id2idx, skill_id, skill_num);
  19083. return skill_next_idx();
  19084. }
  19085. static void skill_db_destroy(void) {
  19086. uint16 i;
  19087. for (i = 0; i < SKILL_MAX_DB(); i++) {
  19088. if (skill_db[i]) {
  19089. skill_destroy_requirement(i);
  19090. aFree(skill_db[i]);
  19091. }
  19092. skill_db[i] = NULL;
  19093. }
  19094. skill_num = 0;
  19095. aFree(skill_db);
  19096. skill_db = NULL;
  19097. }
  19098. /*===============================
  19099. * DB reading.
  19100. * skill_db.txt
  19101. * skill_require_db.txt
  19102. * skill_cast_db.txt
  19103. * skill_castnodex_db.txt
  19104. * skill_nocast_db.txt
  19105. * skill_unit_db.txt
  19106. * produce_db.txt
  19107. * create_arrow_db.txt
  19108. * abra_db.txt
  19109. *------------------------------*/
  19110. static void skill_readdb(void)
  19111. {
  19112. int i;
  19113. const char* dbsubpath[] = {
  19114. "",
  19115. "/"DBIMPORT,
  19116. //add other path here
  19117. };
  19118. db_clear(skilldb_name2id);
  19119. db_clear(skilldb_id2idx);
  19120. skill_db_destroy();
  19121. skill_db_create(0);
  19122. memset(skill_produce_db,0,sizeof(skill_produce_db));
  19123. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  19124. memset(skill_abra_db,0,sizeof(skill_abra_db));
  19125. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  19126. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  19127. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  19128. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  19129. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  19130. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  19131. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  19132. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  19133. char* dbsubpath1 = (char*)aMalloc(n1+1);
  19134. char* dbsubpath2 = (char*)aMalloc(n2+1);
  19135. if (i == 0) {
  19136. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19137. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  19138. } else {
  19139. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19140. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  19141. }
  19142. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i);
  19143. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i);
  19144. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i);
  19145. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i);
  19146. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i);
  19147. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i);
  19148. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  19149. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  19150. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  19151. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  19152. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  19153. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i);
  19154. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  19155. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  19156. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i);
  19157. #ifdef ADJUST_SKILL_DAMAGE
  19158. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i);
  19159. #endif
  19160. aFree(dbsubpath1);
  19161. aFree(dbsubpath2);
  19162. }
  19163. skill_init_unit_layout();
  19164. skill_init_nounit_layout();
  19165. }
  19166. void skill_reload (void) {
  19167. struct s_mapiterator *iter;
  19168. struct map_session_data *sd;
  19169. skill_readdb();
  19170. initChangeTables(); // Re-init Status Change tables
  19171. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  19172. iter = mapit_getallusers();
  19173. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  19174. pc_validate_skill(sd);
  19175. clif_skillinfoblock(sd);
  19176. }
  19177. mapit_free(iter);
  19178. }
  19179. /*==========================================
  19180. *
  19181. *------------------------------------------*/
  19182. void do_init_skill(void)
  19183. {
  19184. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  19185. skilldb_id2idx = uidb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA);
  19186. skill_readdb();
  19187. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  19188. skillunit_db = idb_alloc(DB_OPT_BASE);
  19189. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  19190. bowling_db = idb_alloc(DB_OPT_BASE);
  19191. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_CACHE_OPTIONS);
  19192. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_CACHE_OPTIONS);
  19193. ers_chunk_size(skill_unit_ers, 150);
  19194. ers_chunk_size(skill_timer_ers, 150);
  19195. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  19196. add_timer_func_list(skill_castend_id,"skill_castend_id");
  19197. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  19198. add_timer_func_list(skill_timerskill,"skill_timerskill");
  19199. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  19200. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  19201. }
  19202. void do_final_skill(void)
  19203. {
  19204. db_destroy(skilldb_name2id);
  19205. db_destroy(skilldb_id2idx);
  19206. db_destroy(skillunit_group_db);
  19207. db_destroy(skillunit_db);
  19208. db_destroy(skillusave_db);
  19209. db_destroy(bowling_db);
  19210. skill_db_destroy();
  19211. ers_destroy(skill_unit_ers);
  19212. ers_destroy(skill_timer_ers);
  19213. }